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TRAVELLER
Traveller: The New Era
Operation Dominoes 1:
Moonshadow
Avenger Enterprises
in association with
Comstar Media LLC
Traveller: The New Era
Operation Dominoes 1:
Moonshadow
AN ADVENTURE FOR TRAVELLER
BASED ON THE AWARD-WINNING TRAVELLER GAME
SYSTEM AND UNIVERSE BY MARC MILLER
CREDITS
General Secretary
Martin J . Dougherty
Star Vikings
Daniel Hammersley
Richard Perks
Planetary and Interstellar Cartographers
Shane McLean
Eric ODell
Quartermaster
Michael Taylor
Field Report Preparation
Martin J Dougherty
Michael Taylor
Copyright 2006 Avenger Enterprises in association with
Comstar Media, LLC. All rights reserved.
Traveller is a trademark of Far Future Enterprises and is
used under license.
d20 System and the d20 System logo are Trademarks owned
by Wizards of the Coast and are used with permission.
2 3 4 5 6 7 8 9 10
TABLE OF CONTENTS
Page
4 About This Book
4 What you need to play
4 Standards and Assumptions
4 Astrography
5 Chapter 1: Introduction
8 RCES Global Data View - Tiniyd
9 Chapter 2: Tiniyd
10 Tiniyd System Details
12 Tiniyd Map
13 Planetary Conditions
14 Civilization on Tiniyd
16 Chapter 3: Idsur Republic
22 Chapter 4: Mission 1 - First Contact
25 Referees Map
26 Players Map
32 Chapter 5: Marax
35 Chapter 6: Mission 2 - Advanced Recon
39 Chapter 7: Take me to your Leader
43 Appendix 1: Serendipity Crew Roster and History
45 RCS Serendipity S-class Scout, Ships History
47 Appendix 2: Tiniyd NPCs
51 Appendix 3: Idsur Republic Government NPCs
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OPERATION DOMINOES
ABOUT THIS BOOK
This book contains a complete game adventure for Traveller:
The New Era. It can be used in other settings but is written
specifcally for the Reformation Coalition setting in or around
the year 1201 by Imperial reckoning. As an offcal supplement
to the Traveller: The New Era line originally published by
GDW this adventure pushes the offcial timeline forward and
has been created using technological assumptions published
in the New Era rules from GDW. Variation from the standard
Traveller baseline is minor.

WHAT YOU NEED TO PLAY
Please note that Operation Dominoes is not a standalone
game. It requires that you have access to a set of Traveller
rules. Any set of rules can be used, but as noted above
the default is the Traveller: The New Era rules published
by GDW.
An understanding of the background can best be gained
from the Reformation Coalition sourcebooks and New Era
rules published by GDW. However, the Out of the Darkness
sourcebook from Avenger Enterprises presents much the
same information, albeit in more general form. Without an
understaning of the concepts like Virus and the Collapse of
the Third Imperium, this adventure will be harder to use.
STANDARDS AND ASSUMPTIONS
World and system data in this book is presented in the
standard Traveller: The New Era (TNE) format. Data is drawn
from canon sources and extrapolated as needed.
Standard Traveller practice had been followed for directions,
dates etc, except where local variance exists. For example,
the Reformation Colaition uses a different system of dating
than the old Imperium. Dates are given as day-month-year.
Thus the date 22-IX-1201 refers to the 22
nd
day of the 9
th
month of the 1201
st
year since the founding of the Third
Imperium. SI units (meters, seconds etc) are also used
throughout, except where normal Traveller practice dictates
otherwise.
Player-characters are referred to as PCs throughout the
text.
ASTROGRAPHY
The basic unit of astrography is the sector, an area of space
measuring 32 parsecs by 40 parsecs. Within a sector there
are sixteen subsectors measuring 8 parsecs by 10 parsecs,
often grouped into four quadrants for mapping convenience.
Thus a sector has four quadrants, each with four subsectors.
Below the sector level, each hex on the starmap is one
parsec across. This is the distance a J ump-1 starship can
cross in a single J ump, and will contain a single (possibly
binary) star system or a region of empty space.
Directions in Traveller are given in galactic terms:
Spinward is in the direction the galaxy is rotating left
on the map.
Trailing is away from the direction of galactic rotation
right on the map
Coreward is towards the galactic core up on the map
Rimward is towards the outer edge of the galaxy down
on the map
All interstellar directions use this frame of reference.
Traveller defnes star systems by their mainworld, but of
course it is possible to place other inhabited worlds in the
system if the Referee chooses. Many developed systems
have a few outposts and installations on gas giant moons or
outsystem iceball worlds.
Astrography also makes reference to certain features of the
starmap. These include:
Mains and clusters: A chain of worlds that can be accessed
by a J ump-1 starship is known as a main. These mains
are the highways of the stars, seeing considerable traffc of
all kinds. Mains are often named for the region they cross
or a major world on the main. A main containing just a
few worlds, or a bunch of stars close together is termed
a cluster. Many clusters are named for the most important
world they contain, but no frm convention exists. A cluster
of 5-10 worlds is an ideal adventure setting, allowing the
referee to create enough worlds to give great variety without
needing to develop a huge area.
Rifts: An area with no stars is referred to as a rift, though
normally the term is reserved for gaps two or more parsecs
across. Some rifts (e.g. the Lesser Rift) are enormous
starless gulfs that cannot be crossed by any starship, while
others are merely small gaps between mains or clusters.
Rifts are often given nautical names, such as the Great
Atreill Deep.
Empty Space: Empty hexes are not always completely
empty. Rogue planets, cometary bodies, gas clouds and
similar objects can be found in deep space, though they are
tiny compared to the vast gulf around them. It is possible to
J ump to empty space (though without spare fuel to return,
this is merely a slow and expensive form of suicide). Military
and commercial concerns will sometimes establish a deep-
space refuelling depot, for example to allow vessels to
cross a rift or as a secret base of operations. The chances
of locating such a dump without the proper coordinates are
infnitesimally small.
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CHAPTER 1: INTRODUCTION
23-XI-1201: TRYBEC
The PCs have been spending the last week in the middle of
the north polar wastes on Trybec, doing their survival training
refresher course, when their daily fshing is interrupted by
the arrival of a RCES shuttle in a cloud of kicked up snow
and ice. After a quick confrmation of the PCs identities, the
pilot shouts that they are to get their kit on-board within 10
minutes before the ice weakens from the shuttles weight.
Once on board the warm shuttle, the co-pilot hands the
PCs sealed orders whilst he checks the cargo stowage. The
orders are signed by Sid Papagopolis of the RCES Long
Range Planning Group, and transfer the PCs to the group
for an unspecifed period. The co-pilot will confrm that the
shuttle is bound for Vesna orbital port.
Once the shuttle docks, the PCs are met by a minor
starport functionary who has been sent to guide them to a
conference room for their briefng. Inside are 5 people (3
men and 2 women) and a hiver. PCs with previous dealings
with the Long Range Planning group will recognize them as
Cave Six, Koko, Mr J erry Bagwanii, Roaster, Ms. Sylvia
Burnside, and Bob the Hiver
The female RCES agent nicknamed Roaster will start the
briefng as soon as the characters enter the room. Please
sit, apologies for interrupting your holiday the last word is
said with a hint of irony, but we have work to do. I dont think
you have seen the vids, but a major scandal has broken.
The clipper Aube operating deep in the Promise subsector
followed up a lead on an intact imperial technical database
on the planet Daaliisa.
The raid went badly, the marines met spirited resistance
from Droyne warriors protecting the starport, and eventually
discovered the database in the hands of a Mother Strain
Virus that was allied with the Droyne. The journalist Gabrielle
Diabla was on-board at the time and interviewed the returning
marines. Captain Sinner Lawter of the Aube had ordered the
raid to be carried out without insignia. This coupled with the
losses and the resistance from the Droyne has raised a stink
back within the Coalition.
Subsequent visits by free traders has revealed that the Virus
had originally saved the Droyne during the collapse, and
ensured their survival as a technological nation and even
protected the planet from depredations of passing vampire
feets and we destroyed it for a few technical drawings.
As you can imagine, the press are having a feld day, they
are saying that such raids are no different than those carried
out by the Guild or even common pirates. The image of the
RCES has taken a defnite kicking this week. Its gotten so
bad that Sid has been summoned to Aubaine to meet with
various assembly members to try and straighten things out
Roaster lets this sink in for a moment, before continuing:
This is just the stuff the Guild will lap up and spread across
the sector when they fnd out, and they will. There are at least
a dozen Droyne worlds in or near the AO, and in most cases
the Droyne would be useful allies on the worlds. This could
seriously hamper Coalition Droyne relations for years. So
you are going to do something about it
There is a world over in the Thoezennt Subsector near the
edge of the AO. There are three isolated Droyne nations on
that world, who wont hear of our little raid for a considerable
while. They have been subject to some typical TED repression
since the collapse, and may be willing to accept our help.
Also Tiniyd has not been visited by anyone in the RC, or
even by Free Traders for several years since they dismantled
the starport. As you can see from the briefng packs Koko is
handing out, we need current information on this world. We
cant drop you straight into one of the Droyne nations, I dont
think even you could pass yourself off as a 4 foot high reptile.
Bobs analysis indicates that the Droyne will be extremely
suspicious of any humans given their recent history, so we
need a base in one of the human nations.
Now heres the hard part, the TEDs on Tiniyd are all psions,
and they have indoctrinated the general population with
the idea that psions are the next evolution of mankind.
The nations are xenophobic, repressive, possibly at war
and distrust technology. The only candidate for contact is
the Idsur Republic amazingly it has managed to maintain
a representative democracy, and was the site of the old
starport before the other nations forced them to close it. But
even here war paranoia and excessive legal interference are
rife
We want you to be the frst team in. You will gather the info that
will allow further infltration of Idsur. We need any information
you can get that will aid later teams, but especially identity
documents, military / political / technological information,
maps, examples of local technology, even clothes and
money. All this will allow the follow up teams to blend in
We have arrange for your belongings to be brought to
Vesna, and they are currently in your new quarters. You
have 17 hours before the Liner Helen of Troy is arranged to
depart with you on-board. The Helen of Troy will transport
you to Eos, where you will rendezvous with the Scout Ship
Serendipity who will take you into the Wilds Good Luck.
After Roaster and the rest of the briefng team fle out, Jerry
remains with the PCs.
We have arranged for you to visit the quartermasters offce
after this briefng. Given the priority of this mission, you could
take pretty much what you like, but this is a moonshadow
mission, so battledress and grav tanks are out. We can
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provide you with TL6 weapons and clothing, unfortunately
this is all based on the memories of a couple of free traders.
We cant even provide you with the names of the current
leaders, identity papers, or even a sample of the local
currency. We can supply some barter goods (furs etc.) and
some fake gold nuggets for trading purposes. Most of your
work will have to be done from a distance in case the secret
police or the psions detect you.
Quartermaster Stupfel has a set of surveillance gear set
out for you, and given the size of Idsur you may want to take
camping gear, rations and possibly some sort of transport.
That damn country is over 5,000 km long.
The quartermasters store can supply the PCs with any
equipment detailed within the TNE Rulebook and the RCES
Equipment Guide with the following restrictions:
No powered armor
No large grav vehicles (grav tanks, g-carriers, air/
rafts), broomsticks are available.
No grav belts
Only TL12 psionic shield are available, and only
enough to outft half the team. TL12 psionic shield are
bulky, delicate, obvious, cover the entire head and can
not be mistaken for normal headgear.
Advanced weapons are available, but they will be
recognized. They can be taken as back-up weapons if
not carried during close infltration missions.
One orbital recon sensor drone is available, if the
PCs can fnd a use for it.
A modifed range truck can be provided. It has been
modifed to resemble a TL6 version.
The following covert operations equipment is available
AUDIO BUG
A small sound active remote microphone (2mm diameter,
8mm long, with a 15mm whisker antenna). The bugs will last
1D6+4 hours and can pick up conversations within 2-3m.
They continuously transmit within a range of 6 meters. They
are dispensed via a dedicated dispenser (holding 24 bugs),
which sticks the bug to a surface and activates the bugs.
The dispenser fts easily into the palm of the hand. They can
be fairly easily detected with electronic equipment due to
their constant transmissions.
IMPROVED BUG
This is a 0.1mm diameter flament with a audio/visual sensor
at one end. The sensor will pick up conversations within
2-3m, and also visual images (depending upon ambient
light levels). The flament is 10m long and can be threaded
through ducts , conduits, pipes etc. The flament is designed
to be plugged into a master unit.
BUG MONITOR / BOOSTER
A small black-box device, that is designed to receive local
signals from bugs (either broadcast or hard-wired), and
record / amplify the signals. Its battery will last 72 hours,
but can be hooked up to a mains power supply for extended
duration.
The device is designed to link into conventional
communications systems. It will record signals from the bugs
and re-transmit the recorded signals within 500m either a
regular intervals, or in response to a coded signal.
SPY CAMERA
A tiny digital camera (1cm thick, 2.5cm high, 7cm wide)
designed to photograph documents up to 1/2m square. It
can take photos from up to 0.7m and can hold 100 color or
500 black and white photos. The camera can be connected
to a hand-computer to transfer photos.
LASER MICROPHONE
A handheld device which bounces a laser beam off a
rigid object (such as a window) and detects the sound by
analyzing the changes in the refected beam. The harder the
target, the better it conducts the sound. The closer the unit is
to the target, the better the sound reception. The target must
be in line of sight and within 500m (short range).
It is about the size of a pistol, and can be connected to a hand
computer, data recorder, headphones or a data headset.
PEN PISTOL
A concealed single shot fre arm designed to resemble a
conventional pen. It will even write for a limited period. It is
constructed of non-metallic materials to hinder detection. It
is designed to withstand cursory examination, but detailed
inspection will reveal its true purpose (e.g. it is too heavy).
The pen pistol takes a full turn to prepare from its concealed
state, but can be held ready to fre for an indefnite period. A
second round can be held within the pen, but requires manual
insertion (does not count as a magazine). The rounds from
the pen pistol are equivalent to a body pistol round.
SETTING OFF
The PCs can equip themselves from the RCES stores at
Dawn Base, and then board the Helen of Troy for their
journey to Eos.
If the PCs interrogate the public library system for details of
the RCS Serendipity, they will be able to pull up the following
information:
RCS Serendipity Modifed Relic Type S Scout Courier
Former private yacht of the Aubani business leader Humberto
Delacroix, it was bequeathed to the Dawn League in 1199.
The vessel later participated in the search for the missing
twelve Dawn League traders, operating in the Khulam
Subsector, under the command of Captain Rebekka Rebba
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Guiterez. The Serendipity was involved in the discovery of
the Dawn League traders Aube, Aurora & Apollo.
In 1201, Captain Guiterez was promoted to command of
a clipper and the Serendipity was transferred to scouting
duties in the Thoezennt Subsector under Lt. Horace Tea
Time Titan of Orifamme.
The Serendipity is currently commanded by Lt. Baez,
following the promotion of Lt. Titan in late 1201.
If the PCs search the RCES database, they can get the
full summary of the Serendipitys operational history (See
Appendix 1) and summary details of its crew:
PILOT
LT NOVA ASTRIID NASTY-BEE BAEZ
Human, Female, Age 30
Homeworld: Aurora
RC Service: Currently in 1
st
Term
Previous Service: Three terms with the Aurora System
Navy.
Skills:
Basic Certifcation: Vacc Suit, Zero-G Operations
Standard
Certifcation: Marksmanship, Engineering,
Communications
Advanced
Certifcation: Computer Operations
Master
Certifcation: Piloting
CO-PILOT / ENGINEER
CWO LUCAS PAPPY HOWARD
Human, Male, Age 44
Homeworld: Nike Nimbus
RC Service: 1.5 Terms RCES
Previous Service: 3 Terms commercial pilot, 2 Terms Nike
Nimbus wet navy.
Skills:
Basic Certifcation: Vacc Suit, Zero G Operations
Standard
Certifcation: Mechanical Engineering, Electronics
Advanced
Certifcation: Marksmanship
Master
Certifcation: Piloting, Ships Engineering
ELECTRONICS OPERATOR
PO1 SERGEY DA OWL KONSTANTIN
Human, Male, Age 35
Homeworld: Orifamme
RC Service: RCN Navy 1 term
Previous Service: Orifamme System Navy (2 terms) Hiver
Technical Academy (1 Term)
Skills:
Basic Certifcation: Vacc Suit, Zero G Operations
Standard
Certifcation: Marksmanship
Advanced
Certifcation: Sensor Operations, Communications,
Electronics
GUNNER
PO2 ELFRIKAA GO HOT IBUWANA
Human, Female, Age 26
Homeworld: Aubaine
RC Service: RCN (1
st
Term)
Previous Service: Aubaine System navy (2 Terms)
Skills:
Basic Certifcation: Vacc Suit, Zero G Operations,
Mechanical Engineering, Screen
Operations
Standard
Certifcation: Marksmanship, Computer Operations,
Gunnery
The PCs will be assigned individual staterooms on the
Bastien class liner Helen Of Troy, and their equipment
stored in a secure container in the hold. The Helen of Troy
will make J ump-2 to Aurora (arriving 8-XII-1201), and then
another J ump-3 to the RCES base at Eos (arriving 22-XII-
1201), where the PCs can pick up any additional equipment
they need, given the planets technology level of 9. The PCs
can also catch further news on the Cosmic Fire scandal. By
12-XII-1201, the Coalition government has bowed to public
pressure and instigated a formal inquiry into Operation
Cosmic Fire.
Finally the Helen of Troy performs a J ump-1 to Nike
Nimbus. The Helen of Troy will arrive at the jump point
early on Christmas Day, and the commo channels are busy
throughout the morning as passengers pass on Christmas
messages. As the passengers sit down for the Christmas
meal, the Helen of Troy enters jumpspace. The liner docks
at the bustling starport at Nike Nimbus on 5-I-1202.
The Referee may use this journey to introduce the PCs to
additional NPCs within their campaign.
Once at Nike Nimbus, the PCs have to wait two days for
the Serendipity to dock. They can however carouse with
the crew of the new clipper Eos, which is undergoing initial
shakedown trials in the system.
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RCS SERENDIPITY
On the dawn of the second day, the PCs are woken by
an automated message on their account. The Serendipity
has docked and its Captain Lt Baez awaits their arrival.
The Serendipity is docked in bay 43, and it will take
approximately an hour for the PCs to arrange the transfer
of their equipment.
When the PCs arrive at the landing bay, they will see a
battered relic Type S scout courier being fueled. The vessel
is equipped with a laser turret and shows some burn marks
along its side. More interestingly the ship does not display
the emblem of the RCES or the Coalition. More technically
minded PCs will note the increased jump drive radiators
indicating the ship has had its drives modifed sometime in
the past. Everyone will notice the air/raft hanger door has
been sealed shut.
The PCs will be assigned to the two existing staterooms and
two new staterooms built into the cargo hold. The cargo hold
can now only hold 100m3 of equipment.
The crew of the Serendipity are detailed in Appendix 1.
Once the PCs are onboard, the Serendipity will make all
haste to the jump-point and make Jump-3 to Zoraith, where
it will make a quick refueling run and make another J ump-3
to Marax. At Marax, the Serendipity will go silent, as Marax
boasts a hostile but small space navy. After refueling out the
outer gas giant, it makes its fnal Jump-1 to Tiniyd arriving
on 31-I-1202.
RCES Global Data View
Tiniyd:
Objective Classifcation IIA
STAR SYSTEM
Sector: Old Expanses
Subsector: 0825/Thoezennt
Star Type: Binary M1 V +M8
degenerate
Planetoid Belts: 2
Gas Giants: 1
MAIN WORLD
Starport: X
Pre-Collapse Starport: C
Diameter: 8351.28km
Atmosphere: Thin (tainted)
Hydrosphere: 30%
Population: 2,000,000 (20% Droyne)
Pre-Collapse Population: 3,000,000
Government: B a l k a n i z e d / My s t i c
Autocracy
Law Level: 12
Tech Level: 6
Pre-Collapse Tech Level: 12
Bases: None (Pre-Collapse: Scout
Base)
Trade Classifcation: Non-industrial, Poor
NOTES
There has been no Coalition contact within Tiniyd to date, and
so all information on the world comes from the Free Trader
Network. For reasons discussed below, this information is
now slightly out of date.
PHYSICAL
Tiniyd is an extremely dry and barren world, with large
tracts of impenetrable desert. The narrows between the
Yurnhayfuyald and Naysfamaysk seas periodically freeze
and open, causing extensive glaciation in the north and a
regular cycle of mini-ice ages. As a result, the bulk of the
population is concentrated in the equatorial regions and the
southern hemisphere.
DEMOGRAPHICS
The current population is about two thirds of its pre-Collapse
level, almost all of the decline being amongst the Droyne
living on the planet (who have gone from a population of
about 1.2 million to only 400,000), all the result of a chillingly
murderous campaign of genocide which followed the
Collapse. (This period is known in local histories as the
years of shame).
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TECHNO-POLITICO-MILITARY
The pre-Collapse tech level of the world was 12, but it has
since fallen to 6, and may fall even further if present trends
continue. Not large enough for a full institute, Tiniyd was
nevertheless the site of a covert Psionics resistance cell
before the Collapse. In the chaos of the years following
Virus, the various cells scattered across the planet moved
to seize power and consolidate their hold. The superiority of
psions and their place as the next step in human evolution is
taught in public schools, and the psionic rulers are publicly
revered.
Technology, which offers a number of alternatives to psionic
control of the population, is despised, and symbols of old pre-
Collapse technology is routinely ridiculed. Operational high
tech equipment is destroyed immediately upon discovery.
The last operational starport was closed and destroyed four
years ago, and all off-world contact was forbidden.
The psionic resistance, however, was so completely
captivated by its own sense of persecution, paranoia and
the struggle, that upon seizing power the various cells
were unable to work effectively together. The various states
on the planet, all ruled by psions, are in states of continuous
warfare, either actual hot wars or active espionage and
sabotage cold war campaigns. The remaining enclaves
of Droyne are continually threatened by a renewal of the
Crusades (as they are now called), and the contempt with
which the rulers hold their non-psionic subjects results in
brutally cruel regimes, violently xenophobic and isolationist,
and concerned only with maintaining their own power.
Tiniyd would be an excellent target for SAG raids, but covert
intelligence-gathering in preparation for a raid is almost
impossible for non-psionic personnel.
NATIONS (and their approximate populations)
1. The Kingdom of Light (500,000)
2. Kilkamsha Hegemony (500,000)
3. Gakshishu (150,000)
4. Essayrmaysis Salmsas (150,000 Droyne)
5. Eepa (150,000 Droyne)
6. Kingdom of Limgur (100,000)
7. Iimkhuu Hierate (100,000)
8. Pabugleki Amkhuun (100,000)
9. Idsur Republic (100,000)
10. Yoyormayess (100,000 Droyne)
Note:
Above fgures do not include approximately 200,000 chirper
slaves spread throughout all seven human nations.
CHAPTER 2: TINIYD
RCES DAWN BASE-TRYBEC; FREE
TRADER DEBRIEF ,
CPT SEAN CUTTER DONALDSON, 22-
VI-1200:
Appreciate th repairs guys. So whattya need to know this
time? A starjack like me has tales and news. You Dawn
Leaguers The weathered-faced lean man in the aging
Vacc suit looked across the 1-meter thick clear Plas Perspex
of the Starports caf at his battered looking 600-dton
Subsidized liner-turned merchant.
Were the Reformation Coalition now, Cutter. Harder,
meaner, leaner, and far less innocent than before the Twelve
went out. The balding broad-shouldered middle-aged man
with the nametape that read Lathrop, S. cut in. Tell me
everything you can recall about the Marax cluster, specifcally
Marax and Tiniyd. The Free Trader coughed, and looked
back at his beloved vessel, then at the man in the black Star
Viking skin suit and assault vest. The astrographic 2D map
was laid out between them on the table of the Thoezennt
subsector.
Alrighty, Hammerthough mind ye, its been six years
since I last set down thereand I was there when the Guild
forced us off Marax. An Mind ye, the older spacer wagged
his fnger in warning, Tiniyds mind-readin regimes forced
th last downport to close with threat of world war two years
ago. So everythin I can spill is water under the proverbial
bridge, hey?
So noted, Cutter. Give us what you know, every bit is better
than nothing at all.
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TINIYD SYSTEM DETAILS
1119: C543645-C S Ni Po D:4 321 So M1 V M8 D
1201: X54369C-6 Ni Po D:2 B221 Wi M1 V M8 D
Orbit Zone Body UWP Bases Trade TPPG Allg
Primary Star M1 V
0 I Near Companion M8 D
1 H Tiniyd C543645-C S Ni Po D:4 321 So
X54369C-6 Ni Po D:2 B221 Wi
1-Moon Alpha G100364-B S Lo Ni Va 321 So
Y100000-0 Ba Va 021
3 Moon Beta HS00123-B Lo Ni Va 921 So
YS00000-0 Ba Va 021
2 O Eepaa G400363-B S Lo De Ni Va 621 So
Y400000-0 Ba De Va 021
3 O Arcenturi Belt F000516-B S As Va Na 921 So
Y000000-0 Ba Va 021
4-6 O Empty Orbits
7 O SGG Salmsas No Satellites
8 O Nocturnes Belt H000267-C Pr As Lo Ni Va 821 So
Y000000-0 Ba As Va
9 O Yoryrmayess F532533-C S Ic Ni Po D:2 121 So
Y532000-0 Ba Po 021
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The Mercantile Guild maintains a covert small service and
transit base in system, hidden within the Arcenturi Belt. Its is
constructed entirely from salvage, primarily derelict X-Boat
Tenders and quarters from the Solomani prison.
HISTORY OF THE TINIYD SYSTEM
The Tiniyd system has been a provincial backwater through
all three Imperia. It was originally the site of a small vilani
colony, which was supplanted by a larger Terran colony
during the Interstellar Wars. During the period of the Third
Imperium, the world provided agricultural supplies and
materials to neighboring Berkin, as well as a being the
location of an IISS training base.
Tiniyd fell to the Solomani early during the Final War long with
the rest of the Old Expanses Sector, after Lucan withdrew
the Sector Fleet. Solsec installed a few monitors and liaison
offcers on planet, but the system and the scout base were
just not important enough for a larger presence. The Solomani
maintained a much larger presence on neighboring Berkin,
which could intervene if necessary.
The scout base shut during Hard Times. The splitting of the
Third Imperium into hostile factions disrupted the Imperial
X-Boat network, and the requirement for a training facility
disappeared. The X-Boat Tenders were abandoned, as their
Jump-1 drives were insuffcient to move them out of the
cluster, and their specialist nature rendered them of little use
for other tasks. The technology level of the planet dipped
slightly to TL11, but the Berkin system shielded Tiniyd from
the worst effects of Hard Times.
The Collapse and Virus hit Tiniyd hard, as they still maintained
an interstellar level of technology. The closed down orbital
starport re-entered the atmosphere and crashed through the
ice into the polar sea. The closed scout base, downport and
capital city were destroyed in fusion power plant blasts and
associated frestorms, leaving little but blasted radioactive
ruins.
The security forces, backed by the remaining Solsec
personnel maintained order and ensured power supplies
/ agricultural production. The harshness of the emergency
measures (especially given the Solsec slant within the
security forces) caused unrest amongst the population, and
the military government was in danger of collapse.
In order to secure their position, the military government
blamed the Droyne for the Collapse. Very few people on
Tiniyd understood the mild, polite unassuming Droyne,
as there was no real need. They kept to themselves and
never bothered anyone. The presence of Solsec and their
human supremacist views further isolated Droyne / Human
interaction and fostered a general air of suspicion. The
Droyne reacted by retreating into their own communities and
further reducing interaction between the two communities.
SYSTEM NOTES
RCES information on the Tiniyd system consists of little more
than the 1119 IISS Second Survey Data. This contains the
above UWP information and notes as to the presence of IISS
and other facilities in the system. However, exact locations
of these facilities, and their current status are unknown.
The 1119 and 1200 UWP is presented in the table above.
1200 data is currently unknown to the RCES and is presented
in Bold.
Tiniyd contained a scout service training base that consisted
of a main ground training base located on Tiniyd. The
base was responsible for the training of scout personnel in
Communications Offce equipment and specifcally X-boat
Tender operations and meson communicator operations.
Tiniyd was chosen as the location for this IISS training facility
as its Scout Base is located only J ump-1 from the X-boat
nexus at Berkin.
Additional facilities were positioned throughout the system
including meson communications relay stations on Tiniyds
frst moon and the planet Eepa (Orbit 2), within the Arcenturi
planetoid belt, and on the planet Yoyormayess. The Arcenturi
facility also included the X-boat Tender training area with
several X-Boat Tenders attached.
These facilities are now deserted and their locations lost. The
base on Tiniyd has been covered and is currently unknown to
the various nations. The bases on the moon and Eepa have
been totally destroyed and are little more than ruins. The
relay station in the Arcenturi Belt is still partially operational
and contains an active God strain virus, which occasionally
uses the stations meson communicator to attempt to infect
passing ships. However, virtually all New Era starships are
not equipped with meson communicators and are unaware
of the relay station.
The ground based IISS facility on Yoyormayess was also
part of the meson communications training facility, and used
a web of Satellite arrays for its meson communications. The
base and settlement were destroyed in the detonation of the
arcologys power plant in 1130 by a suicider strain virus. A
handful of survivors left in a 30dton ships boat and arrived
back to the inner system, only to be killed when their vessels
reproducer succeeded in infecting the planetary net, and
crashed them into the orbital Starport. The fate of the base
and the handful of survivors are recorded on a handheld
holocamera in the ruins of the base. The virus lurking within
the Arcenturi relay station also remembers the incident, as
the ships boat was the source of its infection.
The Arcenturi Belt also housed a small archology holding 900
personnel of a small mining frm. This was destroyed during
the collapse. The Nocturnes Belt (Orbit 8) contains a Hard
Times Era prison facility constructed and run by Solsec. As
this facility was constructed in secret by the Solomani after
the 1119 survey data, it is not present on the RCES charts.
- 12 -
- 13 -
Planetary Conditions
CLIMATE
Tiniyd is a dry world with only 30% surface water, only that
of Earth. The planet has low rainfall, or snow in the northern
climbs near the polar sea, and low levels of cloud cover, as
there is less moisture in the air. The lack of cloud cover and
low albedo gives rise to high day time temperatures (with
little or no cloud cover) and sudden temperature drops at
night
Winter is cold, especially in the northern climbs and at
night, Most days are clear and cold, although there is some
cloud cover and light rains / snow. This precipitation feeds
the glaciation around the polar sea. Spring is accompanied
by light rain fall, and signifcant run off from snow on the
mountains. This coupled with the extra sunshine causes a
dramatic blossoming of plant-life in spring. It also turns the
majority of the rivers into raging torrents, especially in the
badlands, where there can be sudden fash foods. Summer
is hot with little rain or cloud cover. High summer include
some severe thunderstorms / downpours and tornadoes.
Rivers and lakes experience a considerable drop in fow /
water level.
Northern hemisphere weather is more extreme as the
freezing / unfreezing of the strait between the two seas
causes sudden infuxes of cold water from the polar sea as
the ice periodically unblocks. There are sudden storms, and
great tides and currents. This periodic infusion of nutrient
laden cold water gives rise to large scale fsh spawning
in these areas, and also support some of the sea-borne
megafauna.
FLORA & FAUNA
Tiniyd had a complete eco-system before the arrival of
the Vilani during the First Imperium. The majority of Vilani
introduced plants and animals were pushed into ecological
niches by the introduction of terran crops and animals during
the Interstellar Wars period. Today, the majority of the animals
and plants found in the fertile areas are variations of terran
fora and fauna, with a few Vilani plants and animals mixed
in, including the 8 legged poni (a Vilani horse equivalent)
and the Argu (a popular root vegetable).
Native Tiniyd fora and fauna is still dominant in the badlands
and desert, and in the seas. Several species of native
megafauna occupy both the shores and the depths of the
polar sea.
Given this general suspicion, Solsec accused the Droyne of
causing the collapse, or at least foreknowledge of the event.
Droyne success at reconstruction was sited as proof. In fact
the Droyne had used their psionically transferred memories
to remember information that had been lost when the
computer databases went down. They literally remembered
how to build the more basic devices.
The human government fell on the Droyne communities.
Those within human areas were generally overrun and
massacred. Those more isolated communities were warned
telepathically of the crusades and were able to mount effective
resistance (especially using their psionic talents.) Whilst
human forces were engaged against Droyne warriors, other
isolated but weaker Droyne communities were captured and
the Droyne massacred or forced into work camps.
The government chained the Droyne to stop them escaping
and eliminated the leader caste. They also stole the gold
coyns which inadvertently prevented casting of young
Droyne and caused the creation of the chirpers.
A few years after the crusades died down (as the military
government was now frmly in-control), the government
was itself overthrown by a underground psionic cell lead by
Laanzo Khuumishimshuggi, a refugee from J eddel. They
used the governments central control to assume command.
They started to slowly limit technology and promote the
idea of psionic humans being the next evolutionary step. In
accordance with the general human supremacist undercurrent
within Tiniyd society, all records of the Droynes psionic
abilities were systematically removed from the records.
Unfortunately the covert nature and persecution mindset of
the psionic cells caused the temporary world government
to fracture into the psionically ruled nations seen in the
New Era. The cruel nature of the new psionic ruling classes
caused some of the more pacifstic psions to quietly move to
what is now the Idsur Republic.
These psions allied with the non-psionic regional government
within the area to form a more humane, but still psionically
dominated nation. The Idsur psions, lead by Ashaaris
Baldassare, were smaller in number than the other psionic
groups and generally had less aggressive psionic talents.
They were forced to rely on the non-psions more than the
other nations, which guaranteed equal treatment for the
non-psionic majority in this nation.
The presence of large numbers of captured Droyne workers
cushioned the non-psionic populations from the worst of
the demands placed on them by their new psionic rulers.
Eventually, without their coyns and leader caste, new
immature Droyne were unable to caste and degenerated
into Chirpers.
- 14 -
structures with new interiors. The towns are former small
towns and large villages. These new towns consist of
approximately 50% old imperial construction and 50% new
construction from brick and concrete. The landscaped grass
avenues and plazas common in imperial era cities have
been cobbled & paved over to form roads for the TL6 ground
vehicles.
Major roads are tree lined for shade and canvas awnings are
common in business and shopping areas providing shade for
citizens. All major conurbations have measures to capture
and retain rain water (primarily from roofs). The water is
stored in underground cisterns prior to purifcation and use.
The towns and cities are surrounded by concrete walls both
as a defensive measure and as a means of controlling the
movement of the population.
Outside towns, there are collections of farms and isolated
farm buildings. These are still largely imperial era buildings
but few are completely intact. Most have been patched with
sheets of salvaged crystal-iron sheets, brick and planks etc.
Barns are crystal iron framed structures with crystal iron sheet
cladding. New farm buildings are brick and wood. Farms
will arranged by a square, with walls linking the buildings.
This provides some shade / break from the hot winds. Trees
are planted around the farms to provide additional shade.
Covered walkways are provided between buildings to both
provide shade and protection against the summer stores. All
farms possess water retention measures (usually covered
water barrels) and are equipped with a source of water (well,
natural spring, river or lake).
ENERGY AND TRANSPORT
Tiniyd was a fusion powered society prior to the collapse and
has been reduced to a coal and oil powered infrastructure.
Only certain nations have relic oil-wells that originally
provided raw materials for the plastics industry. Other nations
have been forced to rely on coal. The small population base
and the limited development of suffcient mining knowledge
has limited each nation to maintaining its energy supplies,
and has prevented diversifcation from the original energy
source. All nations produce alcohol for use in ground vehicles,
petrol (where available) is reserved for military vehicles, and
especially aircraft.
Coal is used for general heating, cooking and to power the
steam trains that form the commonest long distance mode
of transport. Each nation has at least one electrical power
station which supplies electricity to the capital and the major
towns. The capital cities of each nation have a gas plant that
converts coal to town gas for domestic and industrial use.
Factories are either connected to the power grid or have
their own generators (primarily diesel generators and steam
engines). Villages and farms have their individual energy
supplies, with a mixture of coal, wood, and wind.
Steam trains are the primary means of long distance
Civilization on Tiniyd
AGRICULTURE
With the low rainfall, imperial era agriculture relied upon both
genetically modifed crops and extensive irrigation. Following
the collapse, the irrigation systems failed, but the genetically
modifed crops remained.
Moisture heavy crops such as salad vegetables, melons,
soft-fruits etc. are not present, except in small plots within
the towns and cities, there is simply not enough rainfall.
Major crops are grains, root vegetables (potatoes, carrots,
swedes, turnips etc.). Fruits are from trees (apples, pears
and some plums, dates, nuts).
Crops are grown either with a greater spacing between plants
(than a terran world) to allow them a greater area to extract
water from, or within pits which reduce water loss from the
sun or the hot winds. The pits also collect dew that irrigates
the plants. Occasional wood and glass greenhouses will be
used to conserve water. This however increases the effort
required by the farmer.
Near major rivers, basic irrigation is present, which allows the
growth of more moisture hungry crops. Irrigation is by steam
engine / alcohol powered pumps. Trees are deciduous near
ample water sources, with palms and pines elsewhere.
The plains have ranches with herds of horses / poni / cows.
Pigs, sheep & chickens are also present. In the more
scrub / badlands terrain, sheep and mountain cattle are the
dominant livestock. Wool from the sheep is a major source
of clothing. Countries in the northern hemisphere also hunt
mega-fauna. Such mega-fauna provide oils, meat, as well
as cartilage / bones for use in clothes / umbrellas, soaps etc.
Fishing is also an important source of nutrition, although the
most plentiful northern fshing grounds are very treacherous
given the currents and tides.
Cotton clothing is rare (it is too water hungry), common
clothing will be made from silk, linen, leather and wool.
Farmers and hunters are generally clad in a combination of
leather and woolens.
ARCHITECTURE
Most of the original TL12 buildings are still standing
(given their construction from concrete, crystal iron, and
superdense metal). The planet was not seriously attacked in
the Final war, and collapse damage is limited to the capital
city which has been effectively destroyed. Ravages of the
civil disturbances just after the collapse have been repaired.
The structural interiors of the buildings are still present, but
the contents and support systems such as lighting, power
air-conditioning have been replaced with TL6 equivalents.
The new capital cities were major imperial era provincial
towns, and they consist pre-dominantly of imperial era
- 15 -
transport, used for both freight and passenger transport.
This is supplemented by petrol and alcohol driven trucks and
cars for medium distance journeys. Such vehicles are more
prevalent in the major towns and cities. Villages are limited to
a few alcohol powered farm machinery, tractors and trucks,
supplemented by horse and poni carts. Horses and poni are
still the preferred method of personal transport.
Relic grav vehicles are only used with the elite military
units, given the general anti-technology bias of the general
population. But even these elite units are moved from
barracks to battlefeld on rail road cars, to reduce wear on the
irreplaceable grav units. All aircraft on the world are locally
produced after the collapse (as Tiniyd was an grav only
society at the time of the collapse). The limited technological
and population base limit aircraft to use within the armed
forces.
Roads are either concrete or paved, except in those countries
which have access to oil-wells, where bitumen is available to
make tarmac roads.
International sea trade is non-existent, with water vessels
limited to river barges and inshore fshing vessels.
TECHNOLOGICAL DIVERSITY AND
TRADE
All the nations on Tiniyd have small population bases
which limits the technological diversity on the planet. Most
nations only have a handful of vehicle types (a car, a truck,
a tractor, and armored car and a tank). Where-ever possible
components will be used on multiple vehicles. Complex
components such as internal combustion engines are made
in small factories which can only build one or two dozen
engines a year, and the factories only produce one or two
different engines.
Research and development, and factory built design
variations are non-existent. No new designs have been
built on Tiniyd since the Collapse. Owners frequently modify
vehicles and equipment to make it more usable in its specifc
role. The lack of a starport has prevented the importation of
new equipment or even new designs.
The paranoid nature of each nations government ensures
that each nation struggles to maintain self suffciency in
its industrial base. The paranoia also curtails international
trade, with only a few bulk items such as wool, timber and
minerals being traded. No nation is generally willing to
trade resources that would beneft a rival nation (oil, food,
manufactured goods).
GOVERNMENT & LAW ENFORCEMENT
The majority of the governments on Tiniyd are as bad as
portrayed in the RCES briefng. They consist of psionic
dictatorships and autocracies whose sole aim is to maintain
their grip on power. All these nations are ruled by psionic
elites of approximately one thousand psions, with supremacy
within this elite being based on intelligence, cunning, psionic
ability and ruthlessness.
These psions occupy all senior positions within the
government, law enforcement and military. Extensive secret
police presence supported by psions in the offcer positions
keeps the general population in line. Telepathic scanning of
the general population is routine, and this coupled with the
very high law level imposed by most nations ensures that
the population is kept subjugated.
Military units are present to support the secret police or
to initiate petty wars with neighboring states. The psionic
elites limit the size of their militaries to prevent coups by the
armed forces (either lead by psionic offcers or non-psionic
individuals).
The various militaries on Tiniyd are based around relic battle-
dress equipped troops, supported by TL11 lift units from the
Solomani occupation era, and the bulk of the armed forces
equipped with current TL6 motorized equipment. No nation on
Tiniyd is equipped with planetary defense weapons capable
of engaging a spacecraft in orbit. Recently the militaries on
Tiniyd have undergone a dramatic expansion in size.
The militaries are concentrated around the various capital
cities, and especially TL6 air-force units and high tech
military vehicles. TL6 second line units are garrisoned at
provincial towns. Chirper built defensive emplacements
are dotted across the countryside allowing the militaries to
conduct retreats from prepared position to prepared position
in the event of invasion.
The general populace is subject to restrictive governmental
intrusion into their everyday lives. They are taught that
technology has failed and psionics are the next evolution
of man. The psionic elites portray themselves as superior
humans and hence ft to rule.
CHIRPERS
A large population of chirpers (200,000) lives in conditions of
slavery or at best second class citizenry within all the human
nations. The chirpers live in large barrack camps holding
approximately 5,000 chirpers per camp. These camps are
guarded by penal guard units, responsible for ensuring the
chirpers do not escape. The chirpers are chained into gangs
of 50 chirpers and used as forced labor on the farms (given
the labor intensive nature of the low moisture farming). The
chirpers are used as construction labor during the winter
months. They re-surface roads, and build military bunkers.
The history of the chirpers and their emergence from un-
casted Droyne has been destroyed in the intervening years.
The general population regards them as no more than smart
animals.
- 16 -
CHAPTER 3:
IDSUR REPUBLIC
RCES DAWN BASE-TRYBEC; FREE
TRADER DEBRIEF ,
CPT SEAN CUTTER DONALDSON, 22-
VI-1200:
Cutter Donaldson eased back in his seat, as Lathrop and
the four junior offcers two male, two female took notes.
Lawter, S., Guiterrez, R., the two femmes, and Ritter, P.,
& Titan, H. the two men. A harder meaner, leaner lot they
were indeed, the old spacer thought. Star Vikings, huh. No
rest for the Guild with this lot on their backsides, he mused
to himself.
Wasnt a whole lot information, the Free Trader skipper had
initially thought, but they seemed happy with what he recalled
over the past two and a half hours. They even bought him
dinner! Not a bad trade for a new power plant infusion coil
not a salvaged one, but a shiny made in Aubaine new one. He
was about to shove off from the table when Lathrop looked
up at him from the quiet conversation with his subordinate
offcers in the dark blue skin suits.
Hang on a second, Cutter. The old starjack paused, and
sat back down. Here it comes, the real price for his repairs.
I should have listened to that Son of Craig guy, Rourke, he
berated himself. Always deal from a position of strength
with these new stellar powersor theyll use you like waste
paper and toss you away. His worried frown faded at the
next words, and the sincere smile behind them.
Tell us everything you can recall about the Idsur Republic,
Captain Donaldson. Patorder us some more Kaff, our new
friend looks thirsty
HISTORY
The nation now known as the Idsur republic was a former
farming region on the eastern shore of the Naysfamaysk
sea. It was a provincial backwater even for Tiniyd. During
Hard Times, the psionic Laanzo Khuumishimshuggi arrived
from Jeddel in the Diaspora Sector feeing a planetary
security raid. His high technology skills assured his entry into
the Tiniyd workforce. He soon started recruiting other psions
from across the subsector. These additional psions found
refuge on Tiniyd, and were easily able to elude the handful
of Solsec personnel on planet. The new psions naturally
followed Laanzo, mainly out of a sense of obligation for their
haven.
Following the Collapse, whilst the military assumed control
amongst the chaos, Laanzo plotted to take over the
government. The militarys crusades against the Droyne were
a perfect distraction, that allowed Laanzo to organize his
forces unopposed. Laanzo did nothing to halt the crusades,
as Laanzo has absorbed the human supremacist ideals from
the government. Several groups amongst the psions were
uneasy with the way things were progressing. They quietly
slipped away and settled in a remote area, on the other side
of the planet from the new capital.
Laanzos coup was successful, and the psionic cell assumed
control of the planet. Laanzo pushed his psion and human
supremacist agendas, using the human supremacy issue
to gain favor with the general populace, whilst pressing
the idea of psions being the next stage of evolution. The
treatment of the general public as second class citizens or
cattle, was the fnal straw for the more pacifstic / idealistic
psions who had settled in the Idsur province. They declared
their independence from Laanzos government.
However, the Idsur psions were fewer in number that the
psionic forces that Laanzo could muster. In addition, a large
majority of the Idsur psions had awareness and special
talents that could not be used in an offensive manner. The
Idsur psions were forced to ally with the Idsur regional
government and its security forces to repel the impending
attack. The leader of the Idsur psions Ashaaris Baldassare,
forged an alliance with the local government to set up a
Representative Democracy, where all citizens would be
treated equally regardless of their psionic ability.
The well lead local security forces, actively supplemented by
the Idsur psions were suffcient to repulse the inadequately
organized expeditionary force dispatched by Laanzo.
Laanzo had replaced / killed large parts of the offcer corp
of the planetary army, and replaced them with his psions.
Whilst these new offcers had impressive individual psionic
abilities, they had virtually no military experience, and their
forces were rapidly isolated and defeated.
Within the Idsur Region, Ashaaris Baldassare proclaimed
the formation of the Idsur Republic, and was appointed
president by popular acclaim. The almost complete rout
of the expeditionary force caused widespread doubts in
Laanzos abilities, and over the next few years, several of
his henchmen spilt off and proclaimed the independence of
their little domains.
CURRENT STATE OF THE REPUBLIC
The Idsur Republic is the only democratic nation on Tiniyd,
where both psions and non-psions are treated equally.
Psions have a general higher social standing than most
citizens, primarily due to the usefulness of their talents in
enforcing state security. However, competent non-psions can
rise to positions of power for displays of industrial, political or
military prowess.
The current president of the republic is Armand Idsuri
Baldassare, the grandson of the frst president. The
government consists of 100 senators, elected by wards
- 17 -
within the country. Generally each ward consists of 1000
citizens. The governmental center can be found in the capital
Idsur.
The security of the republic is ensured by three organizations.
The frst organization is the police force which performs day
to day policing activities. The police has a large proportion of
non-psions, although a few low level telepaths, clairvoyants
and other low level psions are included within the ranks.
The Security Service performs national security duties, such
as espionage and counter-espionage, as well as guarding
government buildings that do not have a military presence.
Both the espionage and counter-espionage departments
have large psionic complements, primarily with telepathic /
clairvoyant abilities. They remotely monitor hostile nations
both telepathically and clairvoyantly, as well as using a
handful of actual agents.
The military is the fnal defense of the republic. It accepts
all applicants that can met the physical entry requirements.
Psions within its ranks that have high psionic skills tend to
be assigned to specialist units primarily intelligence (high
level telepaths with the deep probe talent) and recon (mid to
high level clairvoyants). Other psions are not differentiated
by their abilities and are assigned as general troopers. They
are permitted to use their limited psionic abilities as they see
ft, to support the completion of their orders.
LAW ENFORCEMENT
Given the hostile nature of all of Idsurs neighbors and the
fact that Idsur is the only free nation on the planet, there
are extensive internal security measures in place to detect
enemy spies and saboteurs. The ability of enemy psions
to acquire information or enter secure areas, has further
heighten tensions. The large size of the Idsur Republic
and the comparatively small size of its military and security
services means that its borders are open to direct infltration
and the population is well aware of this fact.
In short Idsur (and all the other nations) are in the grip of war-
time paranoia and have been for the last 70 years. Suspicion
of outsiders, loyalty to fellow Idsurians and respect for the
security services is widespread.
Law enforcement by both the local police and the security
service is extensive and effective, especially when supported
by psionic security force agents. Once threats come to the
attention of the security service, they are usually neutralized
quickly.
All citizens are required to carry identity papers which
includes photo identifcation. These ID papers are required
to be shown to any police or security force member on
request. They are also required to be shown when any major
purchase is made, when staying in a hotel, when obtaining a
travel pass to use the railway etc. The extent of security laws
in the various aspects of normal life are detailed below:
Weapons:
No frearms held by members of the public.
No melee weapons held by members of the public.
Authorized persons can be allowed to have axes etc. (for
woodcutters etc).
Movement:
Long distance movement requires a permit.
New arrivals must report to the police upon arrival at
destination
No private ownership of vehicles.
Vehicles are leased from government stock to authorized
individuals
Petrol / alcohol rationing
New house purchases must be approved
Moving home must be approved
Personal:
All persons must carry identity papers at all time
Identity papers must be shown for all purchases
Identity papers must be shown for long distance travel
Identity papers must be shown to book hotel rooms etc.
All births / deaths / marriages must be recorded and ID
papers shown
All citizens will show respect to / and immediately comply
with orders from police / government offcials etc.

Media:
Possession of radio / telephone equipment by private
individuals banned.
Communications equipment only allowed by authorized
persons
Newspapers / books / songs subject to offcial censorship /
approval
Communal phone / telegraph available for use in provincial
towns (to order supplies etc.) but telegrams will be read and
phone calls listened in on.
TVs available to loyal people, who are only allowed to watch
state TV.
State owned TV stations.
Relic media equipment banned
Laws
All land held by government.
Police and government offcials have unlimited rights of
access to homes, businesses, records (including doctors)
etc.
Lawyers banned
Closed courts with no detailed reporting or public access.
Psionic evidence is admissible.
Persons can be detained without trial for 1 year or indefnitely
in cases of national emergency
Psionics
Use of psionics must be reported.
Possession of psionic abilities must be reported

- 18 -
RELATIONS WITH NEIGHBORING STATES
The Idsur Republic is currently not at war with any of its
neighbors. It does however, monitor its neighbors both
psionically and physically. Telepaths conduct life-sense
sweeps of the border to detect infltration. Higher level
telepaths attempt to mind-read higher governmental offcers.
Clairvoyants remotely view enemy army camps to detect
signs of mobilization, whilst high level clairvoyants are
used to remotely view enemy governmental meetings. The
republic also employs a handful of actual spies.
All the neighboring nations maintain similar monitoring of
Idsur, whilst Gakshishu, Padukha Amkhuun and Kingdom
of Limgur perform the occasional raid or act of sabotage
against Idsur.
Idsur was forced to dismantle the last starport (a former
spaceport) under pressure from a coalition of all the
neighboring nations, who were fearful of Idsur benefting
from off-world trade. Idsur strives for better relations with its
neighbors, and uses trade as a means of diffusing potential
hostile moves by its neighbors. Specifcally, it trades excess
electricity with Gakshishu, Padukha Amkhuun and Kingdom
of Limgur and has previously threatened blackouts after
Kingdom of Limgur raids.
PSIONICS
There are about 1,500 psions within the general population,
with a signifcant proportion still adhering to the old disciplines
in the Awareness Talents. The remaining thousand psions
have adapted to the current real-politic, and have developed
telepathic and clairvoyant abilities.
Mid level telepaths, who can read thoughts, are extensively
used in the Security Service. They are charged with the
psionic scanning of the general republic to detect enemy
spies and general criminals. Mid level clairvoyants, who can
remote view areas up to several hundred miles away are
also found in numbers within the Security Service espionage
branch, as they are used to remotely monitor the Republics
borders and to keep a check on the readiness and location
of enemy forces.
High level telepaths are assigned to the Security Services
as they can perform deep probe interrogations. Higher level
telepaths can also deliver telepathic assaults. High level
clairvoyants are used to remotely view enemy cabinet and
army meetings (both remote viewing and remote hearing).
Telepaths tend to be employed in government positions that
require security clearance, as their telepathic mental screens
prevents enemy telepathic scanning.
The psions within the Idsur Republic are open about their
talents, and their talents are openly reported within the press
subject to the military reporting restriction. But the psions
do not advertise their talents and they are generally not
recognizable in the street.
The psions within Idsur perform regular tests on the general
public at the ages of 5 and 13 to identify new strong talents.
They also accept any latent strong talents that emerge
at other times. People identifed with strong talents are
adopted into one of the psionic families, that specialize in
their talents. Such new talents undergo training in an family
environment, but return to their original families at weekends
and holidays.
This introduction of new psionic talent provides an outlet for
non-psions to enter the upper classes via the psionic ability
of their children. It also ensures that the psions maintain a
connection with the general population, as each psion will
know several close non-psion family members from the
adopted new talents, and the members of the general public
will know several psions on a personal basis. The population
is also supportive of the general testing for psionic abilities
both as a route of advancement, and to ensure that potentially
dangerous latent talents are taught to control their abilities
without endangering themselves or others.
Of the 1500 or so psions in Idsur, approximately 500 of them
specialize in the awareness talent with the occasional special
talent also present. They are mostly pacifstic and are heavily
involved into expanding the boundaries of psionic knowledge.
Of the remaining 1000 psions, these are primarily telepaths
/ and or clairvoyants as these are the easiest psionic talents
to acquire and the most useful to the state. There are limited
numbers of telekinetics and teleportive psions, although
most of these also have telepathy or clairvoyance abilities.
Disregarding the children, elderly and those unlucky enough
to have no clear psionic talents, there are approximately 700
psions with talents besides awareness. Approximately 200
have low psionic strength and are limited to basic psionic
abilities such as life-sense and empathy. These psions tend
to serve as initial teachers to young psions, or in government
jobs where a psionic shield is required, or pursue careers
without regard to their psionic abilities.
Approximately 400 psions have medium psionic strength and
are frequently employed by the armed forces and security
service, where they perform internal security mental scans,
and use remote sensing to spy on neighboring nations. Only
about 100 psions have high level psionic abilities such as
deep probe, psionic assault, heavy telekinesis or teleportation
with equipment. The clairvoyants and telepaths are almost
exclusively within the armed forces and the security service,
whilst the handful of teleporters are used as elite agents.
TECHNOLOGY
The Idsur Republic maintains a solid TL6, with shadings of
TL5 in rural areas. It maintains a small TL12/11 military and
a handful of TL12/11 industrial equipment, that is primarily
involved in the manufacture of ammunition for the military.
Idsur is not blessed with any oil production facilities and
instead relies on alcohol to power its vehicles. Small town
- 19 -
based delivery and taxi vehicles are electrically powered,
using large TL6 battery arrays. It does however have an
abundant electrical energy supply and its cities and industry
is largely electrically powered. This electrical supply is
generated by a large TL9/10 combined wind and tidal power
farm located within the large bay near the capital city and
is distributed by relic imperial era buried super-conducting
cables.
Idsurian cities are lit by electric light and most houses are
heated with a combination of coal fres and electric heaters.
The heavy use of electricity has reduced the population
levels over the cities, as there are no large town gas and
coal powered power plants.
ATTITUDES TO PSIONICS AND
TECHNOLOGY
Idsurian subscribe to the belief that psions are the next
evolutionary step in the development of humans. This belief
is planet-wide, and found across the entire social spectrum.
Idsur does however recognize the value of non-psionic
humans, and non-psions still have the ability to rise to
positions of power based on merit. Psions are generally held
in high-esteem, and those with acknowledged high levels of
ability have social status equivalent to nobility.
There is also the wide-spread belief that with proper training
and further psionic evolution, psionic talents will emerge in
the general population. Large portions of the Idsur psions
who have the awareness talent are investigating such areas
and are attempting to develop means of increasing psionic
abilities both in existing psions and non-psions. Most of the
population will use mediation to prompt calm thinking and
as part of self-improvement schemes to help their psionic
development.
There is a wide-spread belief, that Tiniyd acts as a safe womb
for the development of a completely psionic human race,
and further psionic evolution will result in a quantum leap in
human psionic powers, offering both additional abilities, and
increased psionic strength as well as the ability to master
large numbers of psionic talents.
The concept that over-use to technology and especially
advanced technology hinder the development of psionic
skills is common, and the history of the Third Imperium is
quoted as a prime example of this. Idsurians believe that
their TL6 infrastructure is suffcient to support their needs
and maintain the health of the general population without
prejudicing their psionic development. They believe that a
lower level of technology places too many immediate survival
demands upon people, and reduces the time available for
self-development, whilst excess technology provides abilities
that should only be provided by psionics.
Those members of the military who maintain and operate the
remaining relic equipment are revered as making a supreme
sacrifce in preventing their own psionic development, by
using the relic high-tech equipment. The use of high-tech
military equipment is deemed necessary to counter the high
tech units deployed by the other nations. The TL9/10 wind
farm is generally ignored by most of the population when
considering the anti-technology bias. The advanced wind
turbines are considered no more than wind mills by the
general populace. They are aware of its high tech nature
but it is not generally perceived as threat to their psionic
development.
CHIRPERS
There are over 15,000 Chirpers within the Idsurian Republic,
housed in three large camps holding approximately 5,000
chirpers each. The Chirpers are used as farm laborers
during the growing season and as construction laborers
during the rest of the year. Idsur has an enlightened attitude
to chirpers which are considered to be smart animals and
a useful resource, but not sentient. Chirper handlers at the
camps direct the chirpers in their laborers. These handlers
are also responsible for the care and feeding of the chirpers
and their protection against wild animals etc. The Chirper
handlers are frm but kind to their charges.
The fact that the Chirpers are uncasted Droyne and are both
psionic and sentient is not known to Idsurians.
MILITARY FORCES
The Idsurian military is small well trained, equipped and
lead military force. It retains discipline in the feld, and
takes prisoners, does not torture prisoners and generally
maintains an ethical approach to war. The Militarys primary
role is the defense of the republic and the military keeps out
of politics.
Psionic individuals are free to join the military, and the military
does maintain small psionic units that specialize the remote
reconnaissance using a combination of telepathic life-sense
and clairvoyance. A few high power telepaths are available
to perform deep probes on captured prisoners. Other psions
with lesser psionic abilities are occasionally found within the
ranks and are allowed to use their lesser abilities to help
their unit as they see ft.
Idsur maintains a small shore based nautical force which
is primarily involved in security for the fshing feet, coastal
sweeps against infltration and providing water transport to
other elements within the armed forces.
Originally the Idsurian armed forces maintained approximately
2-3 active combat battalion equivalents (often broken into
smaller units to provide border patrols) and approximately
half a dozen TL6 combat aircraft. The military has expanded
considerably within the last year and a half to counter the
off-world threat from slave raiders. The expansion of the
relic military units required the salvage of additional relic
equipment, and the lack of suitable military salvage forced
- 20 -
the military to salvage paramilitary equipment such as
security force / SWAT team equipment rather than front-line
military equipment.
The current strength of the Idsurian Military is as follows:
NAUTICAL
37 experienced personnel with a handful of unarmed coastal
and river boats.
AIR-FORCE
2 squadrons of TL6 fghter/bombers each with 6 aircraft,
dispersed at two small airbases. The airbase at the Capital
also includes a co-located air-defense radar installation.
Total =250 experienced personnel
ARMY
Combat Units
Three Heavy Grav Infantry platoons (TL12 Battledress
equipped Veteran troops in 32 man platoons)
One Lift Infantry Company (TL11/10 experienced troops in a
100 man company
One Motorized Infantry Company (TL6 trained/novice troops
in a 100 man company)
One Air-Mobile Infantry Company (TL6 trained troops in a
100 man company with 12 TL6 transport helicopters)
One Reconnaissance Cavalry Platoon (TL6 trained troops in
a 30 man platoon equipped with 8 armored cars)
Support Units
One Lift Artillery Company (TL11/10 experienced troops in a
100 man company)
Two Grav Medivac Platoons (TL11/10 experienced troops in
30 man platoons)
One Grav Military Intelligence Section (TL11/10 experienced
troops in an 18 man section)
One Field Artillery Company (TL6 novice troops in a 100
man company, equipped with 18 towed howitzers and 24
half-tracks)
One Field Hospital Company (TL6 novice troops in a 100
man company with 12 wheeled feld ambulances, 12 medivac
helicopters and 2 command vehicles
One Engineering Company (TL6 novice troops in a 100 man
company)
One Military Police Platoon (TL6 trained troops in a 30 man
platoon equipped with 8 armored cars)
Total: 962 personnel
EQUIPMENT
Infantry units are generally equipped with semi-automatic
rifes, a few hand grenades, steel helmets and camoufage
fatigues. Squad support weapons consist of sub-machine
gun or possibly a light machine gun. Heavy weapons are
generally assigned at platoon level and consist of medium
and heavy machine guns and possibly crude TL6 anti-tank
rocket launchers. Radios tend to be large TL6 affairs and
are again generally issued at platoon level. Sensors are
limited to binoculars provided to offcers. Vehicle crews are
equipped similarly, although their personal weapons tend to
be pistols or occasionally a carbine.
Support vehicles tend to consist of variants of civilian
vehicles trucks and cars, with better suspension added.
Other vehicles such as the half-tracks and the armored cars
are built on common civilian chassis but are up-rated to
refect their military use.
The armored cars generally contain a crew of three: driver,
gunner and commander, and are armed with 2 machine guns.
They are wheeled vehicles capable of good cross country
speed, but sacrifce armor protection, often only carrying 2-
3cm of sloped hard steel. Occasionally light tanks similar to
the Pandina are felded. These are tracked vehicles with a
small rapid fre cannon (2-3cm), moderate armor and a crew
of three. Half-tracks carry a crew of two and approximately
8 to 10 troops. They have good cross country speed and
are designed to keep up with any light tanks, but not the
faster armored cars. Their armor protection and armament
is similar to that of the armored car, although the carried
troops are usually required to man the weapons and weapon
stabilization is not present.
High tech TL11/10 units are generally equipped with ACRs,
and combat environment suits. Support weapons include
Light Assault Guns, RAM grenade launchers and RAM
grenades. Offcers and NCOs are equipped with in-suit
radios but a shortage of parts means that only 1 general
trooper in 10 is equipped with a suit radio. Laser weapons
are found in forward observer units, whilst vehicle crews are
generally equipped with laser pistols or snub pistols.
Elite TL12 battledress troops are given the best equipment
available, consisting of gauss rifes and RAM grenades,
supplemented by laser rifes, RAM grenade launchers and
LAGs as necessary. Often the gauss rifes are only used on
combat missions as ammunition is in short supply.
High tech vehicles consist of TL11/10 APCs and light tanks,
supplemented by scout service G-Carriers, with police air/
rafts, grav cycles and civilian grav trucks forming the support
elements.
OFF-WORLD RAIDS
In 1199, the TED of Marax, Ushugaam II captured one of the
original twelve Dawn League trade ships, the DLS Horus,
a 600tn Bastien Class Liner. It took Ushugaams master
astrogator over a year to master the jump calculations, but
since late 1200, Ushugaam has been staging raids on Tiniyd.
The Horus is used as a troop transport and in conjunction
with an armed free trader have been staging slave raids on
the nations of Tiniyd. No nation has escaped the attention of
the Marax raiding parties.
- 21 -
Given that Marax is also at TL6, the raiders rely on surprise,
troop quality and local numerical superiority plus a handful of
relic weapons to overcome any local defenses and conduct
their raid before any relief forces can arrive. The armed free
trader and Horuss small craft are used to delivery the raiding
forces to the planets surface. The drop takes approximately
30 minutes, and given the lack of sensor coverage and
planetary defense weapons on Tiniyd, is usually undetected
and unopposed. The raiders attempt to carry off the local
population and any portable valuables before reinforcements
can arrive. Given the size of Tiniyds nations and the low
technology of their armies, relief forces often took days to
arrive.
The various Tiniyd nations including the Idsur Republic
countered this threat by increasing the size of their militaries
and placing garrisons in the larger towns. The airforce can
keep raiding forces away from the area within their combat
range, but this is usually only 500km from the airbases.
These air blockades have keep the various capital cities and
major towns free from raids. Other towns have to rely on
their garrisons, and protective walls.
All Idsurian towns of any size now contain garrisons,
either of army units or armed security service units. The
airforce protects the capital Idsur and the regional center
of Hesselbach. All garrisons maintain an aerial watch using
binoculars or relic high tech sensors if the garrison is one
of the high tech units (which are concentrated around the
capital). The clear skies allow visual detection of the contrails
generated by spaceships entering the atmosphere. Upon
detection of a contrail, the security services at the capital are
alerted by telephone (to avoid radio detection and bypass
any jamming). Security service telepaths then use lifesense
to detect the presence of living beings in the area of the
contrail. If life is detected, then the telepath will monitor the
vessel as it descends. Other telepaths will attempt to read
the surface thoughts of the crew to determine their target.
Military forces in the target area are alerted to the raid either
by phone, relic secure communications or telepathy.
Security force psions will attempt to assist any military forces
in repelling the assault using a combination of projected
thoughts and emotions to distract and disorientate the raiding
forces. However given the distances the psions have to
project their talents over, they can do little more than distract
and hinder an assault. It is up to the local armed forces to
repulse the assault.
These raids have caused all the nations of Tiniyd to increase
the size of their militaries, often with second rate salvaged
equipment or local TL6 built equipment. These military
build-ups also escalated international tensions and caused
those nations that had not yet been raided to increase
their militaries to maintain the balance of power. The raids
have also increased the already rampant paranoia present
amongst the population.
- 22 -
CHAPTER 4:
MISSION 1 FIRST CONTACT
The RCES Serendipity emerges from jump space in a blue
fash and hangs over the elliptical plane of the Tiniyd system,
whilst Sergey deploys the passive sensor array and begins
his initial scans. On confrmation that the system is clear,
the Serendipity boosts in towards the gas giant Salmsas
to refuel. After refueling Sergey conducts a second sensor
scan under cover of the gas giants radiation belts.
Thankfully for this mission, the Guild base is currently running
quiet, with no guild vessels in system. The guild is expecting
a slave raid from Marax in the next couple of weeks and
has shut down operations to prevent accidental detection
by passing Marax raider ships. The virus inhabiting the IISS
facility in the Arcenturi Belt will detect the Serendipity as
it passes, but its attempt to use its meson communicator
to infect the ship is a dismal failure as Serendipity is not
equipped with a meson receiver. The Serendipity passes by,
unaware of its brief contact with Virus.
Nasty-Bee halts the Serendipity in Far Orbit over Tiniyd, out
of range of easy visual observation from the planet below.
She will know want to know where the PCs want to be put
down within the Idsur Republic. She we warn the PCs about
limitations to their landing area.
Look, its simple, we cant land otherwise we will dig a
whacking great rut pointing straight at your base camp, so
we will have to hang there using the contra-gravity and that
gobbles energy. We will only have 20 minutes to unload you
and your cargo before our energy reserves will be insuffcient
to lift us to height where it is safe to use the Heplar drive. If
we trigger it too close to the ground, we will start a forest or
grass fre that will damn well attract unwanted attention.
The RCES mission briefng does have some orbital photos
that will allow the PCs to fnd a landing site in some virgin
forest near the northern border of the Republic near the
regional center of Hesselbach. The briefng pack mentions a
couple of satellite population centers including Marcs Town
(a mining town) and the village of Tinyayr.
Whilst Astriid is briefng the PCs and getting the landing co-
ordinates, Sergey does another passive scan. The highport
and orbital satellite nets are gone, just as the free traders
indicated. There is no sign of any traffc control or planetary
defense active sensors. All that Sergey can pick up is low
power radio and TV broadcasts from various points on the
planet. He starts recording, just incase anything can be
gleaned from the transmissions. PCs will linguistic skills can
take a download of the Idsur transmissions, in the hope of
developing the correct accents.
Once the PCs have chosen their landing site, and got their
gear ready, Astriid will take the ship in slow and quiet. She lets
the ship drop under gravity, and slams a large G burn whilst
over the Idsur mountains. Within 10 minutes of atmospheric
fight, Astriid has the Serendipity hovering over the landing
site, whilst the rest of the crew scramble like monkeys to
unload the PCs gear, all the while maintaining a wary eye on
the sky. Once the PCs are on the ground, the Serendipity will
depart in a wave of hot air. Pappy waves from the lock as
the ship boosts, his fnal words loss in the noise. The PCs can
only hope that the heat has not scorched the vegetation.
The PCs now have the rest of the day to set up camp, get
changed into their native gear and agree a plan of action.
Sensible PCs will scout the area to confrm there is no one
around how saw the landing. It would also be sensible to
camoufage the camp and check the radio for any military
broadcasts. They may also want to relocate their camp away
from the landing site just in case.
Unbeknownst to the PCs, the increased military surveillance
did detect the Serendipitys contrail in the clear night sky,
but the telepathic scan by the duty telepath at Hesselbach
revealed no life, and the military have relaxed their alert. The
Serendipity is an ex-Imperial Scout Service vessel, and like
all imperial military and scout vessels was equipped with
psionic shielding to prevent Zhodani infltration, and luckily
the Serendipitys psionic shielding is still operational. The
PCs have gotten their frst lucky break.
LOCAL GEOGRAPHY
The PCs initial landing site is in virgin forest about 3 days
walk from civilization. The nearest habitations are a collection
of scattered farmsteads at the edge of the forest. These
farmsteads are usually within 4 to 6 hours walk from each
other and are spread over 30km. One major farmstead is
located on the end of the road into the mountains. This road
leads to a railhead approximately 100km away. Both the road
and the railway lead to the regional capital of Hesselbach,
over 800km away. The mining town of Marcs Town lies to
the West, about 100 km away from the landing site. Tinyayr
is located on the slopes of the Eastern mountain range,
where the forest thins out.
Hesselbach is the regional capital and has a population of
approximately 15,000 people. It is the major governmental
and manufacturing center for this region. It also deals with
agricultural, lumber and ore from the nearby mountains.
These are transferred via the railway south to the Capital
Idsur and several other smaller regional towns. As a major
regional center, Hesselbach has a considerable military
presence with both an army base and an active airfeld
holding a TL6 air-mobile infantry company. The security
services also maintain a signifcant presence at Hesselbach.
Remote recon units are stationed here as are several internal
security sections, with telepathic support. Two deep probe
teams are also stationed here.
Marcs Town is a mining town that is involved in mining
limestone, and building stone. It is located at the end of a rail
- 23 -
spur and is surrounded by a 15ft concrete wall. Marcs Town
is a rough frontier town with a population of just over 1000
people. The town itself is mostly barracks for the miners and
warehouses used to store the ore, and mining supplies. The
remainder of the town is houses saloons and other dubious
entertainments for the miners. There is a small respectable
area holding a few stores, the doctors and the homes of
a few respectable families (store keepers, doctor, mine
offcials, and police).
The town itself has a large police presence, mainly to control
the miners when they get time off to spend their wages. Given
the nature of crime in Marcs Town, the police perform mainly
crowd control duties, (with the occasional knifng), and have
limited detective resources. There is no security service
presence in Marcs Town. All security service activities are
either performed at Hesselbach (such as issuing identity
cards) or by visiting security service offcials.
There is no bank or government offces in Marcs town. One
of the general stores acts as a limited banking facilities for
the local population, whilst payment for the miners is brought
up once a month via train and stored overnight in a large
safe at the mining company offce.
Tinyayr is a small village that acts as a central point for a
series of ranches. It has a 10ft concrete perimeter fence
and a two man police unit. There is no permanent security
service presence. The village has a couple of general stores,
a post offce, a police station, and an inn, as well as a few
warehouses. The post offce also acts as a bank. There are
no government offces in Tinyayr, but there is a telephone
link to Hesselbach. The police force at Tinyayr spends most
of its time settling minor disputes and the occasional dispute
over the ownership of stray cattle.
The forest itself contains a handful of hermits and other
assorted loners, and PCs wandering the forests have a small
chance of bumping into one of these mountain men.
SKALA HOMESTEAD
The Skala homestead is located at the end of the road into
the mountains. The homestead is prosperous with four
distinct houses, as well as common areas and a large kitchen
arranged in the typical walled Tiniyd architecture. A barracks
is connected to the main walled compound and houses hired
hands who work with the herds and in the lumberyard. They
have their own common area and canteen. A third walled
area adjacent to the main compound holds barns, stables, a
pig-sty, chicken coops, a smithy and various storage areas.
The fnal open area holds the lumber yard.
The homestead has electricity from a small waterwheel from a
stream out back, whilst a wind generator provides the majority
of the electricity for the homestead. The homestead does
have electricity and a telephone connection to Hesselbach.
They also have water-powered lumber equipment, and an
alcohol still that powers the heavy truck.
The homestead is heavily involved in the ranching of cattle,
but does have a few gardens, felds of grain and a scattering
of other animals such as horses, pigs and chickens. The
majority of the hired hands tend the cattle, whilst a few act
as lumberjacks to supply Hesselback with hardwoods. The
men-folk in the owning families tend the cattle, whilst the
women and children tend the felds.
There are 26 people at the homestead, including 12 men, 5
women, 9 children. The Skala family have recently had one
of their daughters tested as a powerful latent psionic and
she will be visiting her family before leaving for training in
Hesselbach.
LARSON HOMESTEAD
The Larson homestead is about 2/3 days travel into the
forest from the Skala homestead. It is much smaller, only
having one log cabin, (recently extended) and a single barn
holding the stores and the few animals (a couple of pigs, a
cow, chickens and a single horse). The Larsons have a few
gardens and one feld outside the homestead. They survive
on their herd of mountain goats, as well as their limited
agriculture as well as hunting and gathering. Fortunately
they do have a good fshing stream nearby. The homestead
is without electricity and if generally lit by oil lamps and the
wood fre.
The Larson family consists of 1 man, two women and two
children including a baby.
THE YUNAASHKHUUM HOMESTEAD
The Yunaashkhuum homestead is located in a small
isolated mountain valley about 3 days walk from the Larson
homestead. The valley foor has been turned into a number
of sheltered felds surrounded by dry-stone walls. The
homestead is located at the end of the valley and consists
of 7 houses arranged in a sprawling walled compound. The
homestead survives on the focks of mountain goats that
roam the surrounding hills.
The homestead does not have electricity, although it does
have a small alcohol still. In defance of local laws the
families are armed with bolt action rifes. There are 6 men, 7
women and 16 children at the homestead. The homestead is
actually more prosperous than it looks due to the smuggling
activities of the family.
The Yunaashkhuums smuggling activities are known to
the security service. Secrets are hard to keep with random
telepathic sweeps. The security service remotely monitors
the farm using clairvoyants and telepaths. It prefers to have
the smuggling where it can see it, rather than un-monitored.
DELLARUE HOMESTEAD
The DellaRue family homestead is a small mixed farm at the
edge of the village of Tinyayr. The homestead holds 6 adults
(evenly split between men and women) and eight children.
- 24 -
The homestead does possess a TL4 steam tractor, but
does not have electricity. They do have a discreet telephone
connection to the nearby village.
CIZEK HOMESTEAD
The Cizek homestead is actually a furniture makers workshop
and home. It consists of a small house (with electricity) and a
large attached enclosed workshop and storage area. There
are two warehouses at the rear, one of which holds fnished
items, whilst the other is used to cure wood. It is located
outside the walls of Tinyayr to allow better lumber access to
the warehouses.
The homestead is occupied by a single man in his early
50s who spends his days making furniture. Edvard Cizek
is actual a deep cover telepathic agent from the Kingdom of
Limgur who was inserted into the area over 30 years ago. He
spends his days telepathically monitoring the government
offces in the regional capital.
COVERT OPERATIONS
Any covert operations that the PCs perform are hampered
by the following:
Their lack of local knowledge / history
Their strange accents
Their lack of identity papers and local currency
The non-native origin of their clothes and equipment.
Whilst the PCs have been equipped with a disguised vehicle
and TL6 clothing, which will pass inspection at a distance,
close-up observation will show that the clothes and the
vehicle are not of a local style which will arose suspicion.
A detailed examination of the PCs clothing or equipment will
clearly show its origin is not within the Idsur Republic.
OBTAINING IDENTIFICATION PAPERS
The PCs will need to acquire identifcation papers to allow
the RCES to make convincing copies. Ideally, the RCES
backroom boys would like several different sets of ID papers.
Whilst photographs of ID papers will be useful, at least one
actual copy of each type of document is needed to allow
non-visual elements such as embossing, and the quality
of paper to be duplicated. Given that there are no RCES
support personnel on world, any documents will have to be
retained for several weeks to allow them to be sent off-world
for duplication.
THEFT
The easiest way to obtain an set of ID documents is to
obtain them from a local. However, the theft of ID papers
will be rapidly noticed and reported to the local authorities,
given the paranoid attitude of the population, and the strict
law level that requires presentation of such documents to
conduct daily business. Once the theft has been reported,
the local police will circulate the details of the missing papers
to both the local police, the secret police and the military.
Telephone communications will ensure that virtually the
entire law enforcement community will be alerted within a
couple of days.
If the PCs attempt to use stolen ID papers that have been
reported to the police, then they are likely to be arrested.
This is more likely if they use the documents within the area
from which they were stolen. The brief acquisition of a set of
ID papers will however allow detailed digital photographs to
be taken. This is especially useful, if the theft is undetected,
and the original ID papers can be returned without the owner
realizing the papers have been taken.
The three possible means of obtaining such ID papers
include:
Mugging
Stealing them from a dwelling
Pick-pocketing
Most houses are protected by stout wooden doors with
good TL6 mechanical locks. Windows are usually secured
by simple mechanical catches that are designed to be
operated from within the dwelling. Average dwellings will
not be equipped with any sort of electronic alarm, although
virtually all farms and some urban dwellings will have a
dog or similar animal that may raise an alarm. Trained
RCES moonshadow personnel should have little diffculty
circumventing the primitive security measures. The biggest
risks are from guard dogs, natives that are still awake and
wandering policemen.
THEFT FROM GOVERNMENT OFFICES
Identifcation papers are issued from local government offces
within each major town. These offces have all the necessary
materials to allow the creation of real fake identifcation
papers with almost no chance of detection, as they are
made from offcial paper and ink. Each offce will contain
blank paper, government issue pens and ink and even the
required stamps and embossing machines, after all they
are used to create real identifcation papers. Government
offces are open during offce hours during week-days, but
are closed outside these hours and at weekends. When the
offces are open, they are full of government offcials and
usually one of two police offcers.
Government offces are generally within the old imperial era
buildings made of high tech materials. However the doors
and window are made from wood and glass. The doors are
secured by several good TL6 mechanical locks, and the
windows will have simple TL6 mechanical locks in addition
to the interior catches. In addition, these buildings will have
simple TL6 electronic alarms systems (usually simple sensor
contacts that detect door / window opening). These alarms
will trigger local sirens and fashing beacons. They will also
trigger an alarm in the local police station.
- 25 -
Referees Map
- 26 -
Players Map
- 27 -
Large government buildings such as those in the capital city
will have their own night security guards, and roving police
patrols will pass the building at least once during the night /
weekend. Government offces within smaller towns are often
co-located with other government facilities such as police
stations or offces of the secret police, which will be manned
during off hours.
Theft of raw materials from a government offce will trigger a
large-scale security response. The locals will assume that the
theft has been perpetrated by one of the hostile nations on
planet, prior to a major infltration in support of an assault.
Theft of small amounts of pens / ink and paper from storerooms
may not be detected for several months, especially if
their removal is disguised. Impressions and detailed high
defnition scans using hand held sensor equipment will allow
exact copies to be made using advanced off-world facilities,
provided the PCs have brought such equipment.
There is a fnal source of identifcation papers within
the government offces. The governments of Tiniyd like
governments everywhere, keep extensive records on
all citizens. These fles, which are usually stored in the
archives, contain sets of identifcation papers returned to
the government for a variety of reasons such as death of
the owner, name changes due to marriage, or change of
permanent residence, or change of identifcation paper
format. Provided the PCs know what the current ID papers
look like, they can obtain several sets of ID papers by raiding
the archives. Such thefts will not be detected provided the
PCs tidy up after their break-in. These fles are not normally
used, and they may not be examined for months or years,
and even then missing documents may be assumed to have
been mis-fled, rather than stolen.
OBTAINING ID PAPERS FROM FRIENDLY
LOCALS
It is possible that the PCs will stumble on an isolated
farmstead, or a lone woodsman / hunter / prospector and
convince them to lend the PCs their ID papers. There are
several problems with this approach to be overcome
ID papers are used for most if not all daily transactions, and
anyone in regular contact with larger centers of population
will be reluctant to part with their papers. They will also be
worried that if the PCs are discovered, the police will come
for them, for assisting a foreign spy.
If the PCs do convince the locals to let them borrow their ID
papers, there are still problems. In rural areas, the locals will
still recognize any mountain men types and will detect that
the person holding the ID paper is not its true owner. If they
are challenged by a member of the police and try to use their
ID papers, they will almost certainly be arrested. Their only
hope is that the policeman is relatively young and does not
remember the mountain man they are impersonating. If they
show their borrowed ID to a shopkeeper, they will probably
recognize that the PCs are not the true holders of the ID.
They will still serve the PCs, but at the frst chance they will
attempt to alert the authorities.
PRETENDING TO BE A LOCAL WITHOUT
IDENTITY PAPERS / PRETENDING TO BE
A REFUGEE
The PCs could approach the authorities and claim to be
either the son / daughter of a mountain man, or a refugee
feeing from a neighboring nation. This is a rare but not
unprecedented event, but they security services will fully
interrogate the suspect to verify his / her story. This will
include both physical discomfort (sleep deprivation, etc.),
and psionic deep scans from telepathic specialists assigned
from the capital.
OBTAINING HARD CURRENCY
Examples of hard currency can be obtained in a similar
manner to identifcation papers. Currency can be obtained
from friendly locals, by theft from people or houses, or by
trade. PCs can attempt to sell various items to homesteads
or shops within the towns and villages. If the PCs approach
a general store, then the storekeeper will require the PCs
show their identity documents, especially if the PCs are not
familiar to him. This will be a problem to PCs without valid
identifcation.
Homesteaders may be more amenable to trading without
the restrictions of identifcation documents. If the PCs are
disguised as mountain men, it is likely that the homesteaders
will trade, although they will be suspicious of people they
dont know. The homesteaders are likely to barter the PCs
trade goods with local produce, especially if the local produce
can be obtained from their farm. Such trade would best be
accomplished by a single PC posing as a mountain man.
Trade with the homesteaders will allow the PCs to exchange
gold nuggets, animal skins, etc. for locally produced goods
such as metal pans, knives, clothes, food, and luxury goods
such as alcohol and cigarettes. Smart PCs may be able to
include a handful of coins, or possibly a book, in the trade,
if it fts with their disguise. The homesteaders will become
suspicious if the PCs try to trade for items that would not be
of use to a lone mountain man.
If the PCs try trading at the Yunaashkhuum farmstead, the
Yunaashkhuums will be quite happy to exchange a much
wider selection of goods, obtained from their smuggling
operations, once they are convinced that the PCs are not
government spies. They will include cash, silver and gold in
trade as well as trade goods.
More criminally minded PCs may attempt to go directly
to the source and steal large amounts of currency from a
bank or from the mine-train carrying the monthly payroll.
Banks will be solid TL6 buildings with stout doors and good
- 28 -
TL6 mechanical locks. The money will be held in a strong
metal safe, secured to the foor of the building. The safe will
have several mechanical locks, (or combination locks for
the banks in Hesselbach). The safe will be located behind
the counter in an employee only area, accessed by locked
wooden doors. The bank will have an alarm, based upon
door and window sensors. The alarm can also be triggered
by bank employees via hidden panic buttons. The mine-train
will have the safe secured within a locked rail car, with a
handful of armed guards.
The PCs will be hindered by the lack of suitable targets,
and the constant general police presence that will hamper
any surveillance of the bank prior to the raid. The suffocating
police presence will ensure a prompt police and security
service response in the major towns. Given the high law
level within the Idsur Republic and the presence of the
psionic security services, major crime such as bank raids is
quite rare, and as such will provoke an enthusiastic police
response.
An ambush on the mine-train carrying the payroll will require
greater knowledge, as the presence of the payroll train is
not advertised, although surveillance in Marcs Town will
soon identify the source of the miners pay. Further active
investigation at the train station or the mine offces will allow
the PCs to obtain the schedule of the next payroll train. Whilst
ambushing the payroll train outside town will be considerably
easier than robbing a bank, it will result in a gun battle with
the armed guards on the train. Once news of the robbery
becomes known, a request for assistance will be telephoned
from Marcs Town to Hesselbach, which will prompt the same
vigorous response.
OBTAINING LOCAL BACKGROUND
The PCs other objective is to acquire additional geo-
political and economic data on the republic. Such data can
be gained from local libraries, newspapers and talking with
knowledgeable local individuals.
Purchasing newspapers or books will require local currency
and identity papers. The PCs may attempt to scrounge
old newspapers from bins or the city dump, but they risk
apprehension by passing police patrols. The town dump
may be the best source of old newspapers, as such dumps
are rarely patrolled, are outside the town limits and are not
worked at night. Locals will report any strange lights however,
so the PCs will have to be circumspect in their search.
Only Hasselbach as a town library, Tinyayr has a small book
club that loans books out. Otherwise books will be found in
private dwellings and will have to be stolen. Given the limited
number of books in most farmsteads, their theft will probably
be noticed quickly. Accessing a library will again require the
production of identity papers by the PCs.
SPYING ON MILITARY ESTABLISHMENTS
The PCs will be required to obtain details on Idsurs military
that can not be obtained by orbital sensor sweeps. The
orbital scans will be able to determine the size and location
of military bases, and further analysis will allow estimates to
be made of the purpose of various buildings. If the RCES is
lucky, the orbital scans may catch vehicles or aircraft out in
the open.
The PCs will have to provide additional surveillance
information such as the actual purpose of buildings, details
of the vehicles / aircraft, equipment carried by troops and
an estimate of their general competence. They are also
to examine the numerous bunkers scatter around the
countryside in strategic locations. The majority of this
information can be obtained by photographic surveillance
from several kilometers away.
The PCs can observe regional bases from several kilometers
away, and army patrols can be observed in passing either
from cover, or with the PCs posing as locals. Military patrols
are much less likely to stop random citizens and check
identifcation. The army considers its primary duty to be
protect the Republic from external military incursions, rather
than espionage. This is not to say that they will ignore
suspicious camps found in the depth of the woods. If the PCs
are lucky operating within a planetary hex of an airbase, they
may see a passing air patrol, and will be able to determine
the rough characteristics of the planes. Handheld sensor
gear will make this task considerably easier.
Most military bases are surrounded by combinations of
barb-wire and concrete walls and fences, and entrances to
the bases will be protected by bunkers. Additional bunkers
will be located inside the base in case of a attack, and others
will be located in strategic positions around the perimeter. All
military buildings will be made of concrete (often built using
chirper labor).
Military bases are not equipped with any electronic
sensors. The only sensor aids available are searchlights
and binoculars. Air defense radar is available around the
capital and its supporting airfeld, and is located on its own
dedicated facility. Military patrols will be present on either
side of the security fence, and guards will be in place at the
entrances to the base. Bases near Idsurs borders will also
conduct additional patrols along the border, and around the
base (but several miles out). Each base is equipped with
telephones and radio equipment, both for communications
with headquarters and troops in the feld
The air-force forward bases are usually empty. Their hangers,
barracks and fuel storage areas, empty except for a small
team of security guards with a radio.
The armed forces bases at Hesselbach hold the following
forces:
- 29 -
TL 6 Field Artillery Company
TL 6 Armored Car Company
TL 11 Military Intelligence Platoon
TL12 Battle Dress Heavy Infantry Platoon
The airbase is used a the primary base of a TL6 air-mobile
infantry company, equipped with transport helicopters.
The air-mobile company patrols up and down the long land
border with Pabugleki Amkhuun, using fuel dumps positioned
along the border. The fuel dumps are located and supplied
by a rail line running from Hesselbach to the sea, and the
fshing village of Northbank. The TL6 armored car company
acts as a general patrol force. The artillery unit is used to
secure the mountain border with the Kingdom of Limgur.
Artillery barrages can easily close the few passes. The
military intelligence platoon is responsible for monitoring the
border, whilst the battle dress platoon acts as the fnal line
of defense.
GENERAL BANDITRY
The PCs may attempt to gain all they require through general
banditry. Low level thefts and mugging will provoke a police
response, and if a string of offences occurs, then security
service involvement with telepathic teams is extremely likely.
The PCs may plan a single large scale robbery, just before
they are picked up by the Serendipity, in order to gain all
the required information and slip off-world before the police
can respond. A large scale attack against a settlement is
probably beyond the abilities of the PCs, given the covert
nature of their mission and the limited weaponry available.
Probably the best target would be the regular passenger and
freight rail service between Hesselback and Idsur. The train
leaves twice weekly to cover the 3,000km between the two
cities. The train will include a wide variety of business and
government people and as such will carry a police contingent,
which will be equipped with a radio. A telepath may also
be assigned to the train. Even if no telepath is assigned,
then the trains progress will be monitored by telepaths or
clairvoyants at Idsur. They will alert the army if the train is
delayed for any reason.
If the PCs can board the train, overcome the police contingent
and stop the train, they can then rob the passengers. This is
a good opportunity to steal currency and incidentally wallets
with identity documents. If the PCs are clever, they can also
take newspapers, books and suitcases of clothes under the
general pretence of robbing the passengers.
In this case, the PCs strange accents, and non-local clothes
will convince the police and security forces, that the robbery
was conducted by outside agents probably raiders from
the Kingdom of Limgur. However, once the security services
are alerted, they will attempt to psionically track the PCs.
Displays of psi-shields, or telepathic scanning of the PCs
may reveal their off-world origins. Such a major act of
banditry will result in a government response of a similar
scale to cases of espionage etc.
GOVERNMENT RESPONSE
If the PCs are caught for typical criminal offences, then they
will be quickly tried and sentenced. The high law level on
Tiniyd, gives the police and security services free-reign to
search the suspects house, work-place and delve into the
details of their life (bank details, hobbies, lifestyle, family
etc.) in order to determine the suspects guilt. Suspects are
brought before a single judge (or a panel of three judges
for serious crimes) without the beneft of a jury or lawyers,
and often the suspect is not told the source of the evidence
against them. In addition psionic evidence from telepathic
scans and deep probes is admissible.
Minor crimes such as assault, theft etc. are dealt with by
a combination of fnes and foggings. More serious middle
range crimes result in the suspect being sentenced to
hard labor in a chain gang working of various construction
projects. Serious crimes such as serious assault, murder,
rape and crimes against the state will result in the public
execution of the guilty party.
Crimes that may affect national security such as espionage,
theft of identity papers, not possessing identity papers will
result in the investigation being conducted by the security
services, with psionic assistance. Where necessary, psionic
experts such as deep scan telepaths will be assigned to the
case. The authorities will carry on investigating the case until
the trial goes cold.
If the PCs are caught without identity papers, they will be
incarcerated in the local jail, whilst their identity is established.
If they are unknown to the local authorities, then their details
(physical description and fngerprints) will be sent to the
major regional center and the capital. However the travel
distances will impose a weeks delay. The result of the search
will be phoned back to the investigating offcers. Given the
large distances within Idsur, skilled psions will be stationed
in the regional centers as well as the capital, to reduce the
response time. These psions will be called in to investigate
any persons that can not be identifed. Unidentifed suspects
will be psionically scanned and if necessarily subject to deep
probe.
A large scale espionage or criminal event (such as the theft
of blank identifcation documents, major banditry, a bank raid
etc.) will cause a much larger response. The area will be
fooded with police, secret police and local military forces.
The nation will be placed on a state of military alert, and
psions attached to the secret police force will be assigned
to investigate the theft. Roadblocks will be set up and all
non-residents will be subject to search / interrogation and
possibly psionic scan.
- 30 -
The military will conduct patrol sweeps until high tech military
units arrive. Once high tech military units arrive, grav vehicles
will be sent aloft to scan for people in the wilderness using
advanced PEMS sensors. More seriously for the PCs, such
a large theft will cause the government to change the format
of the missing stamps, potentially invalidating all of the ID
papers obtained by the PCs.
CAUGHT
If the PCs are caught and subject to local justice, they can
take minor fnes and corporal punishment and then be
released. If the PCs are convicted of a major crime, but their
identity is not discovered, then they will be sentenced to a
workgang. The remaining PCs may then forcibly break the
PC out. However a major crime followed by a jail-break is
extremely rare and will trigger a major police and security
force operation, possibly supported by the army.
If the PCs are caught and their identity as off-world agents
is discovered, they will be transferred under military escort
to one of the many empty bunkers scatter through the
countryside, where they will be subject to extensive telepathic
deep probes. Initially the Idsurian security services will think
the PCs are associated with the raiders, but deep scans will
soon reveal the PCs true identity.
The Idsurians are then faced with a dilemma. If the other
TEDs knew that Idsur had contacts with off-world groups, it is
possible that war could erupt, but the PCs could be the means
to defeat the off-world slave raiders. The Idsurians will scan
the PCs to learn how to operate their secure communications
equipment, and then contact the orbiting Serendipity. They
will offer to return the PCs if the RC will deal with the slave
raiders before they reach Tiniyd. The Idsurians will keep the
PCs hostage for several month until they are sure that the
raider threat has been dealt with before leaving the PCs on
the open plain and signaling for a pick-up by the RCES. All
high-tech equipment brought on the mission by the PCs will
be retained by the Idsurians.
The Idsurians will not deliberately kill the PCs because they
too can see the beneft of a covert off-world trade, but are
unsure of the risks involved. Until they have decided the PCs
are safe.
THE RAID
A couple of days before the PCs are due to be picked up,
the RCES Serendipity will detect the approach of a raiding
force from Marax. The sensors on the RCES vessel are far
superior to those on the Marax vessels, and the Serendipity
quietly withdraws, without the approaching vessels even
being aware of her presence. The raiding force consists
of a 600Tn Bastien Liner Marax High Guard formerly the
DLS Horus, and a 200tn Free Trader Ushugaam Star.
The liners launch and the Free trader will descend into the
atmosphere to conduct a slave raid, whilst the Marax High
Guard maintains orbit and provides fre support.
The Marax High Guards poor sensors prevent it from
directly fring in support of its raiding party, but it can fre at
ground targets, such as army columns approaching the site
of the raid. Generally the Marax forces do not attempt orbital
bombardment on targets closer than 20km from the site of
the raid.
This raid will target the Skala homestead and surrounding
area. This gives the PCs the opportunity to quietly foil a slave
raid, as well as acquiring any missing items or information
during the chaos of the raid.
The Free Trader will land on the road linking the homestead
with the railhead, whilst the launch lands up country in an
attempt to block off any escape. The Free Trader carries,
16 troops and a small armored vehicle (The Referee should
chose a vehicle that is capable of over-running the homestead
and will provide a challenge to the PCs without completely
overwhelming them). The launch carried 20 troops. All the
troops will be equipped with camoufage fatigues, steel
helmets and bullet proof vests. They are also equipped
with hand-held radios (often of relic manufacture). All the
troops will be armed with assault rifes as well as a number
of SMGs, as well as stun and smoke grenades. They hope
to stun any active defenders and then simply round up any
non-combatants.
The raid will occur an hour before dusk, when the majority
of the farmhands have returned for their evening meal. The
hired hands will form a reasonable defense force provided
they can overcome their surprise and gain their weapons.
The walled compounds and the barracks will acts as fortifed
positions, until the Maraxian raiders bring up their armored
car and use its cannon to blow down the walls and doors.
Without the PCs intervention, the Marax raiders will catch
most of the hired hands during their evening meal. A few
hired hands and family members will reach fortifed areas
and put up a spirited defense until the raiders blow down the
walls with their armored car.
PCs with silenced weapons, or taking advantage of the
general sounds of gunfre, could pick off several straggling
raiders and help a handful of people to escape. If the
PCs could disable the armored car such that it looks like
an accident or an equipment failure, this would rally the
remaining defenders, and cause the raiders to withdraw in
good order. If the PCs destroy the armored car, the raiders
will fee in disarray and escape via the nearest vessel.
The raiders will leave 2 troopers guarding each vessel, and
the vessels crew will also be armed with SMGs and bullet
proof jackets. Capturing a vessel would be a major coup,
especially if the vessel is jump capable. The loss of a vessel
or the sound of combat at the location of a vessel will cause
the raiders to break-off and secure their transport.
- 31 -
If the PCs observe the launch that landed further up the
valley, they will notice that the painted on the vessel is
starting to fake off. The Maraxians painted over the original
Dawn League insignia, but the heat of repeated re-entries
has caused the TL6 paint to fake off. The PCs will be able
to make out the following markings LS HOR. PCs with
advanced sensor technology such as PRIS goggles will be
able to discern the rest of the insignia DLS HORUS. Clever
PCs may also make the same connection. They have found
one of the original missing twelve Dawn League traders.
The raid is the last opportunity for the PCs to acquire
identity papers, weapons permits, currency and even such
mundane items as native clothing and a handful of books.
The PCs may search the homestead for such items either
during the raid or after the raiders have left. If they conduct
their search during the raid, they run the risk of encountering
both scattered defenders and Marax raiders, but will beneft
from the confusion and may be mistaken for raiders by any
survivors. If they wait until the raiders have left, they risk
being discovered and identifed by any survivors and possible
caught by the relief forces arriving by transport helicopter.
Once the relief forces have arrived, the PCs will have to
pullback to their base camp as the area will be fooded with
troops conducting extensive patrols, which will be looking for
any stay-behinds as well as survivors. Telepathic scans will
be used to spot individuals in the woods.
INCRIMINATING EVIDENCE
Even though the PCs may not have been seen performing
their moonshadow mission, they may still have let
incriminating evidence as to their presence.
If the PCs have performed criminal acts, the Idsurians will
conduct simple forensic tests on any remaining evidence
(such as bullets or bullet cases) and will probably realize
that they are not of Idsurian manufacture. If the PCs staged
a major raid such as robbing the train, the PCs trail will be
followed. Tracks that suddenly stop without explanation (i.e.
when the PCs boarded the Serendipity) will generate alarm.
This is also true if the PCs helped drive off the raid on the
Skala homestead. At the very least the Idsurian security
services will be concerned that there are armed individuals
in the area. Displays of off-world weapons or heavy weapons
(i.e. using a missile or energy weapon to disable the armored
car) will cause widespread alarm.
If the PCs left a trail that allowed the Idsurians to fnd a base
camp or the landing spot, then this area will be subject to
psionic observation, which will hinder future missions.
PICK-UP
Once the PCs have completed their mission, or after two
weeks the Serendipity will rendezvous with the PCs back at
the original landing site. If requested by the PCs (hopefully
over a secure channel) then the Serendipity will land
somewhere else. If necessary, the Ship will come in hot and
attempt to snatch the PCs from the middle of a fre-fght.
- 32 -
CHAPTER 5: MARAX
ORBITAL RECONNAISSANCE BRIEF,
OPERATION STRIKE MARAX, ABOARD
COALITION CLIPPER RNS THUNDERCHILD,
21-II-1202:
These here are neutrino sensor scans of the canal
construction region, from our scout Serendipity the waspish
thin, middle-aged woman in the blue Navy skin-suit pointed
as the screens picture changed again. Note the hot-spots
from the detonations. Ugushaams engineers are blasting
through the bedrock to connect these two seas here. Next
slide, please.
All the heads, including those of three Hivers swiveled as it
did. The same neutrino scan hot spot pictures re-appeared
but they were symmetrical, and rectangular, laid out in three
rows of nine.
Bekka, what are those? CDR Pat Who-Me? Ritter inquired
with an upraised eyebrow.
Close-ups of the same, or where theyre dumping the fallout
debris?
Neither, CPT Guiterrez replied, her eyes glittered coldly
and her usual sensual Sol-Hispanic voice hardening like a
glacier. Those are the mass graves of their slave laborers.
RCES Moonshadow HUMINT Holo recorded debrief: Marax;
date (indeterminate circa late 1201/early 1202); Agents
name & location withheldClassifed.
(Younger mans voice, face hidden in shadow, lights a
cigarette)I hooked me a ride with my mark, posing as
journalist for the State newspaper, doing a documentary for
the planetary news service of the hard-working, brave men
and women in charge of his glorious endeavor of the Grand
Canal project.
(Old mans voice, unseen by camera) And were you
successful with the cover story we supplied you with?
(Younger mans voice)....Right up until we hit the security
gate. Then I had to bribe the offcer in charge and promise Id
spell his name right this time. You daft sods sent someone
else in last time with this gig, dinnae ya? (Cigarette fares to
life). A right dance I had to do to keep from being peeled on
the spot.
(Mechanical voder voice off-camera) But-you-succeeded,
yes?
(Younger Man) Aye. No thanks to you. They walked me all
about, so all I was able to do was use the hidden mini-cam
in my bags pouch.
(Older man) So explain these pictures here? (Sound of hard
copy photos sliding on plas table).
Those are the open air hutsmore like long pole barns the
slave laborers sleep under out there, the younger mans
voice sounded weary, but harsh. No bunks, just straw for
bedding. No better than cattle under them.
(Older Man, again) And these fre piles here in the
background? What are they burning there?
(Younger Man shivers and stubs out the cigarette, and
his face looks far away for a moment.) Thats where they
dispose of the Chirpers on mass-grave burial detail, sir.
The RCES Serendipity accelerates out of the Tiniyd system
and jumps for Marax to rendezvous with another RCES
support vessel. The PCs have discovered the fate of the DLS
Horus, one of the original Dawn League traders missing in
the Wilds. Once the Serendipity arrives in the Marax system,
they will be intercepted by the Brannamar Victrix that is
interdicting the system. The RCES clipper Thunderchild is
in-system under the command of Who Me Ritter.
Once the Serendipity has rendezvoused with the Thunderchild,
they can report their discovery to Ritter, and have a well
deserved rest. Ritter is less impressed that the PCs frst
hoped. Covert agents from the Thunderchild have already
conducted surveillance raids on Marax and discovered the
Horus and its crew. RC marines have conducted a SAG raid
to cripple the Marax uranium refnery, and the Thunderchild
has already fought an engagement with the Marax High
Guard crippling the patrol cruiser.
The Serendipity will be ordered to escort the Thunderchild
until additional forces arrive from the RC to stage a large
SAG raid to free the trapped crew of the Horus. Several
hours later, a small RC task force will arrive in system, under
the command of the head of the RCES Hammer Lanthrop.
The task force consists of the RCES Clipper Eos, under the
command of Captain Flint Dead-Eye Morn, escorted by the
Coral Sea Victrix and the Multi-Mission scout Striker. The
EOS is loaded down with a scratch battalion of RC marines.
The clipper is so crowded, that the marines are bunked 3 or
4 to a small stateroom and armored vehicles are crammed
into every available cargo hold.
The taskforce takes several days to sort itself out and transfer
troops between the various vessels, landers and drop tube
launchers. The PCs will have time to renew their friendship
with members of the Eos crew that they met during their
layover at Nike Nimbus. Crammed into a couple of staterooms
on the Eos, are a couple of RCES support personnel, who
will take any documents and information the PCs obtained
- 33 -
and forge new identifcation papers. Meanwhile Ritter and
Lanthrop are busy planning the assault. News from the RC
includes details of the opening of a government inquiry into
the Cosmic Fire scandal.
If the PCs report the raid by the Marax merchant vessels,
Ritter will send the Coral Sea Victrix to sweep the gas giants.
The patrol will fnd and after a short space battle, force
the surrender of the two Marax raiders, which were hiding
near the secondary gas giant waiting for the RC vessels to
depart.
The PCs can also review the reports of the RCES covert
agents on Marax and discover that the abducted people from
Tiniyd have been put to work building Ushugamms canal.
Since Ushagamm II is using nuclear weapons to break
ground, the majority of the workers have suffered severe
radiation poisoning, and large numbers have died.
MOONSHADOW MISSION BRIEFING
The RCES Intelligence specialist aboard the Eos will be able
to produce good quality copies of all the paper documents
that the PCs have managed to acquire. They will produce
documents for several aliases for each PC. They will also
be able to produce a small amount of metal currency from
stores of pure metal on-board.
Unfortunately they will be unable to replicate any native
clothing or artifacts due to a lack of time and materials. The
PCs will have to make do with any native equipment they
managed to acquire. Astute PCs will realize the captured
Marax raiding vessels are full of captured Idsurian natives,
and whatever possessions they managed to retain, or what
the raiders managed to loot. The PCs will have free rein in
taking what they want from the raiders loot, and may be
able to bargain for a handful of items from the captives. The
PCs will also be able to replenish their normal supplies from
the stocks on the Eos.
The orders from the Long Range Planning Group are for the
PCs to continue intelligence gathering operations, but within
major urban areas within the Idsur Republic. If the PCs feel
that the Idsurians are acceptable allies, then they are to
initiate frst contact with the Idsurian government. No formal
RC envoys are available and the planning group feel that the
PCs with their open honest approach may be better received
by the Idsurians rather than the diplomatic niceties.
The RC want to open Idsurian Republic to off-world trade (with
later expansion across the entire planet) and to provide a base
for further operations in the Droyne nations. They would also
like to be able to mount scientifc expeditions on-planet. The
PCs are authorized to offer trade and technological support
as well as the return of captives taken in the Marax raids, as
well as an end of the Marax slave raiding. The majority of the
Tiniyd natives on Marax will require medical help to recover
from radiation poisoning prior to their return.
BATTLE OF MARAX
RCES covert operatives have discovered that Ushugaam
II is in residence at this headquarters in the Cleft Bagvoot
(the former planetary defense HQ bunker). He is holding
the remaining crew from the DLS Horus at the site as
hostages.
Cleft Bagvoot is a rift valley that cuts through the baked planes
several hundreds of kilometers west of the Mare Maximus.
The river on the valley foor supports lush growth all the way
to where the river drains into the lowland equatorial jungles.
Orbital surveillance and covert agents identifed that the
stronghold is being defended by the Life Guards battalion,
as well as elements of the Aero-Dragoons and armored
Cuirassier battalion and some local militia infantry. More
worrying is the four PAD batteries surrounding the site that
will prevent the use of assault landers.
At Dawn on 22/II/1202, the Eos and the two victrix ships
move into low orbit and start launching drop capsules. The
Thunderchild hangs further back, blanketing the entire area
with jamming. The Striker fres off a couple of planetary
strike missiles to suppress the planetary missile batteries.
The Serendipity hangs back in reserve.
A few missiles from the initial planetary defense salvo come
close to the RC feet, but cause little signifcant damage.
The majority of the missiles are shot down in the upper
atmosphere by the laser batteries on-board the two RCES
clippers. The Marax gunners have to turn their radars off
and deploy countermeasures to prevent the planetary strike
missiles from locking onto their launchers. This natural throws
off their aim and prevents further salvos from targeting the
vessels as they withdraw to higher orbit.
A full jump company makes the initial assault with orders
to destroy the PAD launchers and allow reinforcements to
land. Whilst the PAD crews are easy to scatter, the troops
defending the sites prove more diffcult to dislodge. Lyrebird
missile strikes on the missiles themselves eventually
neutralize most of the sites, and the secondary explosions
scatter their defenders.
The last PAD site on the eastern wall of the valley is guarded
by 3 Abomination Infantry Fighting Vehicles. These Solomani
relics prove resistant to Lyrebird strikes and their 12cm
autocannons are devastating in effect against exposed jump
troops. Only prompt intervention from the Striker, dipping
into the planetary atmosphere to release a salvo of strike
missiles from close range prevented the destruction of the
jump troops assigned to assault the last site and destroyed
the abominations.
With the destruction of the last PAD battery, waves of assault
landers from the Eos and the Thunderchild sweep down to
disgorge an Orifamme Lift Infantry company. Planetary strike
- 34 -
missiles from the Striker destroy the remaining defending
armored vehicles and the demoralized troops are pushed
out of the valley by the Orifamme infantry.
A Nimbian engineering team blows the doors on the Bagvoot
complex and the remaining jump troops sweep through the
complex scattering Ushugaams servants and courtiers.
Ushugaam is killed in a brief frefght in his quarters as he
attempts to gather loot and fee. The troops free the crew of
the DLS Horus.
This battle is detailed within the Striker II rulebook. PCs are
not expected to participate in this battle but the Referee may
use the information in the Striker II rulebook to allow the PCs
to engage in this famous battle.
AFTERMATH
Following the RC decapitation strike the majority of the
RCEs feet will break up. The Coral Sea Victrix will leave
for patrol duties in the Shenk Sector, whilst the troops will
re-board the Eos and return to the Coalition along with the
DLS Horus. This is the last the PCs will see of the Eos and
its crew as it sails to its last battle over Nike Nimbus against
a vampire destroyer.
The captured A1 free trader will be turned over to the
various resistance groups that are now forming a provisional
government with assistance from RCES personnel onboard
the Thunderchild. The Thunderchild and the Brannamar
Victrix linger for a few days before returning to the Coalition.
The Striker remains in system to support the new provisional
government. The Serendipity sets course for Tiniyd.
Audio-journal extract, A Star Viking Soldier, Chapter fve
Operation Strike Marax by RCMC GySgt Hanzo Get-
Some! Vekstriin, Aubaine Audio Books Publishing House,
Vras City, Aubaine/ Aubaine, 1215:
Gods in heaven, I remember the smell of death lingering
about the work camp when we rolled into it over by the Grand
Canal; the look of utter stunned amazement and relief on
the faces of the inmate-workers there; many of whom were
laid up with radiation sickness, disease, and malnutrition. I
remember so many of them cried, and thanked us and some
ran away, just because we were armed. The Skipper turned
white as a sheet, and we turned all of the guards wed taken
prisoner without a shot over to them.
It wasnt pretty; it wasnt the white-hat thing to do. But better
they were torn to pieces by the mob theyd persecuted and
sent to their deaths than what theyd done to the Chirpers.
Some of them were still alive when they set them on fre
when they could no longer work
- 35 -
CHAPTER 6:
MISSION 2 - ADVANCED
RECON
The Serendipity will land the PCs at their previous drop point
(unless the PCs can pick out another landing zone). The
PCs can then march through the virgin forest to either the
cattle rail head or the mining town of Marcs Town. If they
go to Marcs Town, they can quite easily book passage on
one of the regular mine trains taking ore to Hesselbach for
processing. Accommodations will be primitive but at least
they will have seats. If the PCs go the rail head, they will be
in for a long wait as the cattle trains only run every month
of so to take cattle to market. If a train is available, they can
quite easily hitch as lift, as the train travels slowly, but they
will be travelling with the cattle.
If the PCs have hitched a lift on a cattle train, they should
disembark at the frst village and buy proper tickets on a
local passenger train. Train staff in the small villages are
use to people hitching lifts on freight trains to get into town,
and will turn a blind eye to the practice, but the police at
Hesselbach will arrest any PC on a freight train on suspicion
of espionage.
GETTING THERE
Once the PCs have made it to the regional center of
Hesselbach, they will need to arrange transport to the capital
of Idsur. The PCs will be able to book travel on the regular
train service between the two cities. There is a small security
services offce at the train station, where a couple of low
ranking security service offcers will issue travel permits.
Provided the PCs have valid identity papers and a compelling
reason for travel, the travel permits will be issued without
comment. Suitable reasons for travel include:
Visiting relatives.
Attending government offces to settle disputes with
the government.
The purchase of certain items than can only be
manufactured in the capital.
Enlistment in the army.
People who enter Hesselbach via a regular train service from
the outback with a ticket and travel papers from one of the
outlying towns and villages will not attract too much attention.
PCs who ride or drive into Hesselbach will also be generally
ignored. Those PCs who walk into town (after being dropped
off by the Serendipity closer to Hesselbach) will attract
security service attention, and will be asked for their papers,
reasons for entry. Their bags will also be searched. This may
be embarrassing if the PCs have weapons or high tech gear
in their packs.
Once the PCs have gained their travel documents, they can
board the train. The train service runs over 3,000 km and
the PCs will be assigned sleeping berths on the train. The
train itself consists of a steam engine, two tenders carrying
fuel, as well as numerous passenger coaches and cargo
carriages. The journey will be similar to the frst rail crossings
of the Americas or Russia The train will stop every day or
two at a way station in order to take on water and fuel. There
always some sort of military or police presence on board.
Normally this consists of a small team of dedicated armed
transport police (usually one or two fre teams). Occasionally
the army or the security service uses the train to transfer
personnel (who are assigned carriages of their own). The
police usually only have to shoot the occasional wild animal
or separate drunken passengers. Their prime duties is to
protect the train against sabotage by enemy spies.
IDSUR CITY
Idsur city is the capital of the Idsur Republic and the center
of the government, industry and military strength of the
republic. It is located 125km from the Naysfamaysk sea and
3,000 km south of the equator in the temperate zone. The
city dates from the imperial era and holds 35,000 people.
The city originally held nearly 50,000 people pre-collapse
and several districts of the city are still abandoned given the
smaller post-collapse population. The city shows limited signs
of virus induced destruction, with only some ruined high tech
facilities visible, including the derelict fusion power station
destroyed in a virus induced fre. The city is surrounded by
farms and orchards that stretch approximately 100 km in all
directions. These farms hold another 10,000 people.
Government offces tend to be located in the center of the
city surrounded with high class housing. The TV and radio
stations are also located in the government district. To
the west of the government district is the business district
containing the capitals major commercial and entertainment
services (shops, banks, 3 movie theaters, libraries, hotels
and the train station). Industrial areas are located on the
outskirts of the city to the east, where prevailing winds take
the fumes and smoke out over the plains. The rest of the
city is housing. The other unusual area within the city is its
southern district that houses a number of psionic training
schools. These will appear to be nothing more than large
townhouses.
The airforce is based in an old imperial era shuttle port at
the western edge of the city. The main army barracks are
located next to the airfeld, and are linked to the city by an
area of low cost housing.
Idsur was a minor regional center pre-collapse, and the
majority of buildings use the shells of these high tech
buildings, but with TL6 interiors. This is the only location
in the Republic where the PCs will see large numbers of
alcohol powered ground vehicles and even the occasional
grav vehicle (for high government offcials or the military).
Horse powered transport will be limited to the outskirts of
the city.
- 36 -
The city is also the center of a network of local branch lines
providing train services to the suburbs of the city and then
out to the villages surrounding the city. These branch lines
are used to move workers around the city and to transport
goods from the city to the farms in exchange for agricultural
produce. A double track line runs to the seaside town of
Osymandayess.
Osymandayess was once a small fshing village, and has
expanded into a town of 3,500 souls following the collapse. It
hosts the fshing feet and the tiny force that claims to be the
Idsurian Navy. Its prime summer function is a seaside resort
for the workers from Idsurs factories. Idsurian factories
shut down for 2 week periods (staggered over the summer
months) for maintenance and the entire workforce and their
families go by train to Osymandayess for a seaside holiday
to escape the oppressive summer heat.
A PLACE TO STAY
When the train fnally at Idsur City, all the passengers will
be briefy interrogated by Security Services personnel.
This primarily consists of checks of their identity and travel
papers, as well as asking each passenger the reason for
travel. Luggage will be subject to curiosity checks. The
presence of weapons or relic technology in the PCs luggage
will result in further investigation. The attendant telepath
may even perform a surface scan on one or more of the PCs
to confrm their story.
Once past the station offcials, various hawkers will descend
on all the train passengers with offers of accommodation.
Each will recommend the hotel that employs them. Once the
PCs have chosen a hotel, the hawker will fag down a taxi
and accompany them to the hotel (to collect his pay). At the
hotel, the clerk will copy the details from the PCs identity
papers when assigning them rooms. The security services
will collect this information every week and fle it. This check
is primarily to catch those without identity papers. Generally
the information is fled, but it can be used in investigations if
the PCs arose suspicions.
INFORMATION GATHERING
Now the PCs have identity papers and an address with
the city, they can freely move around the city, (with the
occasional encounter with a random police patrol) and collect
information. They can obtain details of the current state of the
republic by scanning newspapers, visiting libraries, buying
various reference books, and listening to the local radio and
TV news. They can also listen in to various conversations by
the locals. They can also question locals, but there is the risk
that as they know little about the republics recent history,
that they will be discovered. If the PCs start asking questions
about restricted subjects such as the military.
Careful correlation of such information, and a review of
the items found within local shops, and the distribution of
industries detailed with the local phone book, the PCs can
with diffculty determine the current state of the republic
and its approximate technological level and capabilities.
Determining the size and capability of the military from
such sources is formidable, due to the war time reporting
restrictions. If the PCs are determined they may be able to
identify some units, their war history (giving some idea of
their capability) and the type of unit (infantry, armored etc.)
The PCs may experience some diffculties moving around the
city. Given the general cold-war paranoia, maps of the city
are unavailable, and all road signs have been removed. The
PCs will have to ask directions from hotel staff, shopkeepers
or the general population. This can be embarrassing and
potentially dangerous if the PCs start asking for directions to
military bases or other sensitive areas.
PSIONIC GAMES
The PCs will fnd adverts for a psionic display in the hotel
lobby. The display will be held in a local park in two days
time. If the PCs visit they will see a fair set up in the park with
various rides, games and food stalls. Over to side is a large
stage with a canvas awning, and several tents. A large crowd
will be gathered in front of the stage. Various psionics will
be displaying their powers to the public. Telepaths will read
peoples minds to determine playing cards they have chosen
at random from a shuffed deck, clairvoyants will determine
the contents of bags and telekinetics will move objects
remotely. The high-light of the show will be a telekinetic
levitating above the stage. The PCs will be free to take
photos and even obtain autographs from the various psionic
showmen. The PCs can also pick up various literature
designed to highlight the usefulness of psionics and how
they integrate into society. There are even short histories of
prominent psionics and addresses of several psionic schools
and testing centers. All this information will be very useful to
the RCES.
SPYING ON THE MILITARY
The airfeld and the army barracks are surrounded by 8ft high
concrete and masonry walls, dotted with occasional watch
towers. The airfeld is shielded from the city by the sprawling
bulk of the army barracks. The remaining sides of the airfeld
are surrounded by open felds (incase of plane crash).
The airfeld is an old imperial are grav and shuttle port. Its
fused runways are still largely intact as are the hangers
and the terminal buildings. In places the fused runways are
patched with concrete, and a wrecked orbital shuttle can be
seen protruding from a wrecked hanger.
The interior of all the buildings have been replaced with TL6
components. The passenger terminals have been retroftted
with offces and barracks accommodation. Cargo areas are
now used for base storage. Ammunition and fuel is held in
scattered concrete bunkers around the airfeld.
- 37 -
The airbase only holds about a dozen planes at any one time
(2 squadrons), and they are scattered across a number of
hangers. Additional hangers are available for visiting planes
from the Hesselbach squadron, or as decoys. Other hangers
are used as maintenance areas. A primitive radar set is
located on the edge of the airfeld.
The army barracks is a converted light industrial and
warehouse area, that has been gradually rebuilt over the
last seventy years. The site is now doted with brick barracks,
parade squares and old warehouses used a hangers for
vehicles and as maintenance areas. The base is designed
to hold nearly 5,000 troops and their support services. As
the main army base in the Republic it also houses stores
and training areas. The remainder of the armed forces of the
republic are stationed at this base:
One Motorized Infantry company TL6
One Military Police Platoon TL6 (armored car equipped)
One Lift Infantry company TL11
One Lift Artillery company TL11
Two Battledress Heavy Infantry Platoons TL11
There are also support units on the base as follows:
Two Medvac platoons TL11
One Field Hospital company TL6
One Engineering company TL6
The base will be full of exercising troops, recruits under
instruction, and a wide selection of jeeps and trucks will be
scattered around the base. Concrete bunkers are scatter
around both the airfeld and the army base, and their felds of
fre cover all approaches to the base.
Outside the base is an area of low cost housing for married
personnel living off base and the various civilians that support
these military facilities. The local area also provides tailoring
and cleaning services, cheap restaurants and motels, general
stores, bars and even a movie theatre. None of the buildings
are greater than four stories high.
Base security will be high, given the cold war state of the
Republic and the danger of psionic spies. Military patrols
guard the base entrances (with support from machine gun
armed bunkers). Roving patrols cover the base at irregular
intervals. Other bunkers are manned covertly on a rotating
basis to limit the effects of clairvoyant spying. Various decoy
facilities are also provided
The guards have developed tactics similar to those used by
Imperial forces against Zhodani commandos. Rooms are
left open and unlocked to allow easy searches, other areas
are flled with stores to prevent teleporting spies gathering
in these areas. The Idsurian armed forces have further
developed these tactics. Offces areas have light nets that
are capable of being lowered from simple ceiling mounted
pulleys. These nets are lowered when the offces are empty
at night. Any teleporting spy would appear in the netted area,
with the nets intersecting their bodies, killing them instantly.
Other out of the way areas, such as accessways, and
empty bunkers are strung with metal wires bolted to metal
plates attached to various structures. These wires fll these
accessways etc. and prevent teleportation into these areas.
The PCs can rent a room at one of the motels, and watch the
troops coming in and out. They may attempt to gain access
to a high building to observe the base or they may attempt
entry. Given the limited height of the surrounding buildings,
the large extent of the base, and the obscuring effects of
the military building closest to the wall (mainly administrative
offces and the base hospital), any PCs will only be able to
observe a limited extent of the facilities. The PCs may feel
the need to break into the base with the possibility of running
into the roving patrols.
Military intelligence and undercover security service agents
also frequent the area, along with visible police patrols. Both
are on the look out for spies. The civilians in the area will
also support their armed services by reporting suspicious
strangers.
Cunning PCs may attempt to break into various military
suppliers over in the industrial district in order to get a direct
look at armed forces equipment. Such facilities are usually
empty at night and are only surrounded by a masonry wall
and guarded by a couple of armed security guards (armed
with auto-pistols and SMGs). One guard will make random
patrols, whilst the other mans the gate house. These security
gatehouses are linked to the local police and security service
posts via underground telephone lines. Police units will
be dispatched if the guards fall to check in every hour by
phone.
The exterior of the factory is well lit with electric lights, and
all exterior doors will be locked. The net protection against
teleporting spies will be in place. The PCs will be able to
examine military equipment under construction on the
factory foor. Engineering drawings for the various items
being produced in the factory will be found in a large safe in
the offces. This safe will be bolted into the structure of the
actual factory. The safe will be protected by a combination
lock.
SECURITY SERVICE CHECKS
The PCs will be approached at least once a day by police or
security services offcers who will request the PCs present
their identity cards. Occasionally the police will ask the PCs
business as their papers indicate they are from out of town.
These checks are designed to spot suspicious individuals
and those without valid identity papers.
With valid identity papers, the PCs can easily make normal
purchases within the capital, with only a brief presentation
of their papers. Only major purchases (such as housing,
- 38 -
weapons, transport) will require the PCs details to be
recorded and sent to the security services.
Given the lack of computer technology within the Idsur
Republic, there is no quick way to check that identity papers
are correct except visual examination by individual police
and security service offcers. Identity information that is
recorded (like the PCs stay in a hotel) are generally fled.
The police are looking for individuals who attempt to operate
without papers i.e. outsiders.
Police patrols can request to search the PCs baggage as
they see ft. Normally this is just a casual glance into a
couple of bags, but if the PCs are hauling heavy luggage
around in areas where the police would not normally expect
luggage, then they will subject it to greater scrutiny. This is
embarrassing if he PCs are carrying weapons or high tech
communications gear.
There is also a danger if the PCs leave equipment in their
hotel rooms. The rooms will be cleaned daily and maids
will notice any equipment left out or even placed in draws
etc. The only safe place for equipment is locked within a
suitcase, and large locked trunks will also attract unwanted
attention. If the hotel staff become suspicious (i.e. fnding
high tech gear, or catching the PCs on the way to the roof
with an orbital communicator), then they will alert the police.
The police have the power to enter and search buildings as
they see ft.
If the PCs are caught without papers, committing criminal
acts or in possession of high tech equipment, they will be
arrested and held in either police or security service cells
depending on their crime. The police or security services
will then routinely attempt to confrm the PCs identity and
discover they arent in the government records. They will
then be imprisoned See Mission 1.
If the security services or government offcials need to record
vital information, (such as births, marriage, deaths, change
of residence, land or housing purchases, and the granting of
various permits), they will have to update the PCs permanent
fle. This is a problem as the PCs dont have permanent fles
within the government bureaucracy. The lack of a permanent
fle will cause the security services to go through the general
fles to track the PCs down and determine their activities. It is
now that all that recorded identity information is used to fnd
the PCs accommodation, visits and purchases.
If the PCs do something that requires their permanent fle to
be updated (i.e. purchasing a vehicle), a form detailing the
PCs identity number and details of the change to be made
will be sent to the government records department, who
will then search for the fle to update it. Since the PCs have
identity papers that state they are resident in the Hesselbach
province, a copy of the form will be sent to Hesselbach
via the regular train service for the Hesselbach offcials to
update their fles. The PCs permanent fle is assumed to
be held at government offces in Hesselbach. Once these
offcials determine that the PCs dont have any fles, they will
alert the local security services, who will then contact their
opposite numbers in the capital via telephone or radio. The
PCs can then expect a raid. If the PCs lack of personal fle
is discovered, then the Serendipity may overhear the radio
call between Hesselbach and Idsur and alert the PCs before
the raid.
The PCs only hope is to insert a permanent fle into the
records archive at Hesselbach. As the PCs have never
seen a permanent fle (unless they have previously broken
into the archives in Mission 1), this will require a break-in to
government offces in the center of town and the removal of
several permanent fles, which then have to be transferred
to the forgers the RCES has established on Marax. They
will produce the forged fles for the PCs in about two weeks.
These forgeries will then be returned to the PCs for insertion
back into the archives (requiring another break-in). The
overall delay will approach 4 weeks between the frst theft
and the return of the forgeries.
If the PCs have been previously identifed as offworlders,
but not caught, their pictures will be circulated to the police
and security services, although they will be identifed as
criminals, as their off-world nature will only be know to the
higher echelons of government. If the PCs are caught based
on this information, they will be held in local police cells and
then rapidly transferred to the security services cells. See
Mission 1 for further details of the Idsurian actions if the PCs
are caught.
GETTING THE INFORMATION OUT
The PCs will have to deliver their data back to the orbiting
Serendipity and then back to the RC. They can either cache
their information, and then journey back to the original drop
point. This runs the risk of losing all the information if the PCs
are intercepted before their rendezvous. They may attempt to
relay the information directly to the Serendipity via a secure
orbital relay. The PCs only need a deserted open area to
make connection with the ship and send a compressed data
burst.
If the PCs have been generally successful in their intelligence
gathering they will have information comparable to that
presented in Chapter 3, and can determine that the Idsur
Republic is a suitable candidate for formal if covert contact.
- 39 -
CHAPTER 7:
TAKE ME TO YOUR LEADER
The PCs have established that the Idsur Republic is a prime
candidate for contact, given the political situation on Tiniyd.
The PCs now just have to make themselves known to the
authorities and open negotiations.
PUBLIC CONTACT
If the PCs attempt to make open contact with the Idsurian
government in a way that attracts public attention i.e. fying
in on a grav vehicle, or landing the Serendipity in a public
square, or by approaching a government offcial in RCES
dress uniform, they will cause public panic. The public will
assume they are raiders and summon police / security
service or army units. Depending upon the apparent threat
from the PCs, the response will be either primarily security
service based for unarmed PCs, or army units for armed
PCs.
Given the possibility of enemy spies observing the PCs,
the Idsurians will have to repel the PCs raid. They will frst
attempt an armed stand-off, and order the PCs to leave via
shouted instructions. If the Idsurian government knows that
the PCs are not raiders (having captured a PC previously,
or having observed the aftermath of the raider attack on the
Skala Homestead), a security service telepath will contact
the PCs telepathically and tell them to leave, and that the
PCs open approach has compromised any possible contact
between the two groups. The Telepath will explain that the
other nations could declare war on Idsur if they knew that
Idsur was consorting with off-worlders.
If the PCs still refuse to leave, the Idsurians will attempt
to drive them off with a combination of armed force and
telepathic assault. If necessary, the army will call in the
airforce or the army battalions equipped with relic equipment
to assist in repulsing the PCs.
COVERT APPROACH
The PCs may be able to establish contact and open
negotiations if they covertly approach a high level government
offcial or a high ranking member of the armed forces /
security services.
ARMED FORCES
In order to reach a suffciently high level army offcer, the PCs
will have to penetrate the security ring around the capitals
army barracks. The barracks is surrounded by a wall, and
the gatehouse has army sentries. Further army patrols (with
dogs if the security level has been heightened) operate within
the base. Only personnel with the correct authorization will
be able to enter the base offcially.
Given the cold-war security levels currently operating within
the Republic, the army sentries will shoot intruders. Only if
the PCs can penetrate into the offces / quarters of a high
ranking army offcer without triggering an alert, and then
persuade the offcer not the raise the alarm, and explain
their purpose, will the offcer inform the Prime Minister via
a secure line.
The army will resist security service requests to transfer the
PCs to the Security Service HQ (and a cell), and the frst
stage of the negotiations will be conducted on the base.
SECURITY SERVICES
If the PCs present themselves at the Security Service HQ,
and admit to being off-worlders, they will be arrested and
incarcerated. The security service will initially think the PCs
are deranged, but a telepathic scan or the discovery of new
high tech items will convince the duty offcer of the PCs off-
world origin. The PCs will remain incarcerated with the cells,
and will be subject to both surface and deep psionic scans.
Only then will the security service alert the Prime Minister.
Negotiations will most likely take place within the PCs cells.
The security services very nature makes them much more
suspicious of the PCs motives and more aware of any
possible threats to the security of the ruling establishment.
Even if deep psionic scans reveal the PCs are not raiders,
the security services will still have their suspicions.
GOVERNMENT MINISTERS
Government ministers live in large houses within the center
of Idsur City. Each house is surrounded by walled gardens
(10 foot walls). A small gatehouse guards the entrance
and is manned by a single policeman. Only people with
appointments will be allowed into the house. The gatehouse
merely signals the security center within the house, that
opens the gates electronically.
Security within the house is performed by a team of 4-8
security service agents. The building also has a TL6 alarm
system (mortise locks, window switches, pressure pads)
supplemented with some relic security equipment such as
infra-red sensors, electronic keypad locks and CCTV.
In the event of a security alert, the agents will move to protect
the minister and their family, whilst alerting the army barracks
and the Security Service HQ by underground telephone lines.
An alert from a Ministerial residence will trigger a response
by an elite team of security agents equipped with combat
environment suits, relic weapons, and air/rafts.
Besides the minister, their family and the security agents,
there is also a small domestic staff present within the house.
This is normally a Major Domo, a cook and assistant, two
maids, a gardener, a general handyman and a secretary.
A security service agent generally acts as the chauffeur. At
least one security agent is beside the Minister at all times.
- 40 -
Again the PCs would have to penetrate this security without
triggering an alarm and get at least 5 minutes with the
Minister to explain themselves. Assuming the PCs manage
this, the Minister will alert the Prime Minister by phone or
telepathy. The security service will still arrive to detain the
PCs and incarcerate them in cells below the HQ, but will only
have time to perform minimum telepathic scans before the
Prime Minister arrives.
If the PCs attempt to penetrate the security at the Prime
Ministers Residence, then the situation will be similar except
the residence is larger with a larger staff, a much greater
security service presence, and a secure bunker under the
residence, that the Prime Minister will retreat into in the
event of an alert.
PSIONIC TRAINING HOUSE
The largest and most prestigious psionic training house in
Idsur City is the Pellegrini house, which has been run by
the Pellegrini family since the Collapse. The Pellegrini house
specializes in the Awareness disciplines, and several of its
former members have risen high in government and psionic
circles. The Pellegrini training house is actually four large
imperial era houses joined with covered walkways and
surrounded by a large walled garden.
The main house is the residence of the Pellegrini family. The
other three houses acts as residences for trainees. Each
house is supervised by a member of the Pellegrini family. The
family members teach the psionic disciplines to the trainees,
with the assistance of several of the older trainees. Trainees
and family members will be found scattered in small groups
throughout the houses and gardens apparently meditating
or practicing their disciplines. The house also teaches ethics
and more general school subjects.
A small staff of domestic staff helps out at the school
(primary with cooking, and housekeeping). Occasionally,
the traineess original family members will also visit their
offspring and lodge at the training house.
The training house only has a minimal police presence (a
single guard at the entrance). The guard will only allow
those with appointments or business to enter the training
house. The PCs may be able to make an appointment if they
claim to have legitimate business with the house, but most
commercial appointments will be made with junior house
staff without the necessary access to government circles.
The PCs could claim to be the visiting family members of
a trainee, but the staff, and teachers are familiar with the
various families and will spot imposters. The PCs could also
pretend to be new trainees, but their presence has not been
notifed to the house, and they will be telepathically scanned
by a junior house member and their ruse discovered.
Only if the PCs have managed to provide the necessary
paperwork to the training house prior to their arrival, will they
be admitted without a telepathic scan. A PC with suitable
Forgery skills could provide the relevant letter of introduction,
which could then be posted to the training house. If the PCs
are admitted as a late developing psionic talent, they will be
assigned a room and then taken to meet Umberto Pellegrini,
the current head of the Pellegrini family. This induction talk
is a prime chance for the PCs to get a high ranking family
member alone and to reveal their true identities.
The PCs may attempt to stage a break-in at night. The wall
surrounding the garden is only one meter high and is topped
by another meter of ornamental metal railings. The PCs will
easily surmount this barrier. The training house is similar to
a family home and the majority of the family / trainees will be
asleep by midnight. The only person likely to be awake is the
guard at the door. There is the possibility that the PCs will
meet someone who is still awake.
The PCs biggest problem is fnding the senior family members
without alerting the entire house. The PCs will be hindered
by their lack of knowledge of the house layout. A previous
visit disguised as a commercial visit will provide some details
of the house interior.
If the PCs are spotted, the family members and trainees
will attempt to keep out of the PCs way, whilst monitoring
their progress via clairvoyance and telepathy. The Pellegrini
family are famous for their mastery of the awareness talent,
but some of the family also display the various other psionic
abilities. The police will be alerted by phone unless the PCs
have cut the lines. If the phones dont work, a senior family
member will use telepathy to alert the security services.
If an alert is raised, the PCs best chance is to contact a
senior member to reveal their purpose, preferably before the
security services arrive.
If the PCs manage to contact Umberto without raising an alert,
he will contact the Prime Minister telepathically, and shelter
the PCs until, they can negotiate with the government.
GETTING CAUGHT
If the PCs are caught breaking into a Ministerial / Prime
Ministerial residence in an attempt to contact a high ranking
member of the government, the security guards will respond
assuming the PCs are assassins from one of the other
nations. If the PCs identify themselves as RCES members
here to negotiate, and surrender if challenged, they will
be hustled off the site to a secret government safe house.
Negotiations will then progress as if the PCs had turned
themselves into the security services.
The biggest problem for the PCs arises if they trigger a
security response from either the army or the security
services. These locations are monitored by psionics from
- 41 -
the other nations and it is probable that the reinforcements
may be psionically monitored. If the PCs are whisked out
of the residence within about 5 minutes of the alarm being
raised, it is likely that the enemy psions will not discover
the nature of the raid. They will be aware that something
went on at a Ministerial Residence, but not what. Security
Service telepaths will being monitoring the other nations to
discover what they know about the PCs raid. Negotiations
will then continue as if the PCs had handed themselves over
to the security services. The security service will stage a
sweep of the city in a search for the intruders, but only the
highest ranks of the security service will know the PCs are in
protective custody.
If the PCs are still in the residence 5 minutes after the alert
is raised, enemy psions will be watching the episode via
telepathy and clairvoyance. The security service will be
forced to capture the PCs using force, even if they identify
themselves as RCES representatives. If they are captured,
they will be incarcerated in the cells under the Security
Service HQ and interrogated. The PCs will be subject to
a summary trial as off-world raiders in about a week to ten
days and promptly executed.
Security Service psionic probes will reveal that the PCs are
RCES representatives, but with the other nations watching,
the Idsurians will have little choice but to execute the off-
worlders. They will inform the PCs via telepathy, that the
Republic is open to future contact but they can not release
the PCs with the other nations watching. They will suggest
the PCs contact their ship if they can and agree to try again
in a year or so. They urge the PCs to pretend to be raiders
during their trial and go calmly to their executions. This gives
the PCs the chance to die for their cause, without revealing
their identities, allowing future contact and possible success
of the mission next year.
If the PCs attempt an escape, the higher ranks of the Security
Services (acting on Prime Ministerial orders), will subtly hinder
the security service response (delaying reinforcements,
limiting their size, and possibly directing them to the wrong
area) to aid PCs escape. They will not do anything that will
alert enemy psions that the escape is staged. If the PCs
manage to escape, then they will be contacted at the last
moment by a security force psion, with a date for re-contact
next year at the original landing site.
NEGOTIATIONS
The negotiations will be conducted at one of the following
locations depending upon the PCs actions:
The army barracks
The cells under the Security Service HQ
In a government safe-house
The Pellegrini training house.
The Prime Minister and his senior ministers are regularly
monitored by enemy psions, so they will not be able to attend
the meeting, but they will be appraised of progress through
regular written reports, inserted into the daily government
paperwork. This should prevent enemy psions getting wind
of the situation.
Instead negotiations will be conducted by Usaandra Ibinerii
and her two assistants. Security service members will be on
hand incase the PCs turn violent. Security service telepaths
will also be monitoring the PCs surface thoughts at random
intervals to detect any falsehoods.
The Idsurians are open to covert trade and the exchange of
ideas, especially relating to psionics. They are not interested
in technological development and open trade as this will
trigger a war with the other nations.
The PCs need permission to establish small port facilities,
and allow future covert missions to contact the drone. Trade
and eventually diplomacy are secondary issues.
The Idsurians primary requirements are any psionic
information from off-world, and the end of the slave raids. A
discrete supply of parts for their relic equipment (military and
power generation primarily) would also be advantageous.
Both the security services and the army are worried of the
potential for the the deal being revealed and the Republic
falling under attack.
Overt military aid to the Republic would be noticed by the
other nations, but the RCES could supply additional TL6
weapons and ammo, that could be stored in case of war.
The primary limits to war on Tiniyd is the lack of supplies that
force most wars to be curtailed after a few months (given
the limited industrial capacity of most nations). The provision
of additional infantry support weapons, fuel ammo, and fak
jackets as well as support equipment such as radios, would
allow the Republic to continue a war after the other nation
started to suffer logistical shortages. A discrete supply of
high tech parts / ammo for the high tech military units would
also be gratefully accepted.
The PCs could offer a nuclear device, but will be refused.
A nuclear device is too devastating and portable. It could
easily be stolen by a teleportative agent and used against
the republic.
The above considerations will sway the army on favor of the
deal. The security services will still hold out against the deal
unless the PCs can provide additional guarantees. Provision
of covert orbital surveillance will sway the security service to
support the deal. The PCs have suffcient authority to order
the deployment of a covert observation satellite over Idsur,
with a secure downlink to the security services.
- 42 -
With the end to the slave raids (due to the RCES strike
at Marax), and the additional inducements, the Idsurian
government will agree to covert relations with the Reformation
Coalition. The PCs will be given permission to build a small
port at their original landing site, and bring in a small number
of port staff and scientists. Only the PCs will be allowed
to travel within the Republic, in order to reduce the chance
the RC personnel will be detected. The port will be under
security service jurisdiction.
The PCs will have succeeded in their frst mission.
The Idsurians will insert appropriate records into their
archives to support the PCs identities. The PCs will then
be sent back to their original landing site for pick up by the
Serendipity.
- 43 -
APPENDIX 1: SERENDIPITY
CREW ROSTER & HISTORY
I. PILOT (EXPERIENCED NPC)
LT. NOVA ASTRIID NASTY-BEE BAEZ
Race: Mixed-Humaniti
Gender: Female
Age: 30 T-years.
HT/WT: 58/ 65Kg
Hair/Eyes: Ash blonde/Green.
Home world: Aurora 0535/ Aubaine (M) / Old
Expanses
Career/Class: Navy/Flyer
Terms: Auroran System Navy -3terms; RCN 1
st

term (Beginning year 1202).
Description: NAB looks like an exotic dancer, swears
like a sailor, gambles, drinks, and fies
by the seat of her pants.
Favorite Expressions:
Ever see an S-class do this--? {Before doing maneuver}
Passengers please buckle your seatbelts; were
experiencing a little chop, turbulence, and three @#$%&!
Incoming missiles {On a Hot landing}
Hey! I dont tell you what to do on the ground do I? YOU
just sit back and enjoy the rideand let ME &%$#! Fly this
crate! {To know-it-all ground-mission types she carries to
and from missions}
CT/MT Variants STR: 6 INT: A END: 9 AGL: C EDU: B SOC:
A PSI: 0
Hand Gun (pistol)-2; Pilot-4; Computer-3; Engineering-2;
Communications-2; Meteorology-2; Vacc Suit-1; Zero-G
Env.-1
TNE STR: 6 INT: A CON: 9 DEX: C CHR: B EDU: B SOC:
A PSI: 0
Slug Pistol 11; Pilot 14, Astrogation 14, Computer 14; Ships
Eng. 10; Meteorology 10; Communications 10; Env. Suit 8,
Zero-G Env. 8; Leader 8; Ship Tactics 8.
T20 STR: 09 INT: 14 WIS: 16 CON: 12 DEX: 18 CHR: 16
EDU: 14 SOC: 13 PSI: 0
7
th
Level NPC (Navy 6
th
/Ace Pilot-1
st
)
Feats: Home world: +1 EDU; Vessel(Grav); Brawling;
Navy: (1
st
) Armor Profciency (Light); Armor Profciency
(Vac Suit); Weapon Profciency (marksman); Weapon
Profciency (lasers); Ships Tactics; (2
nd
) Vessel/ (Starships);
(5
th
) Carousing. ACE Pilot- Vessel Specialization (100dton
S-Class).
Skills: (78pts) Pilot 10(+6); Astrogation 10(+2); Leader
10(+3); T/Engineering 10(+2); T/Computer 10(+2); T/
Communications 10(+2) K/Meteorology 10 (+2); Liaison
4(+3); Gambling 4(+2).
II. CO-PILOT/ENGINEER (VETERAN NPC)
CWO. LUCAS PAPPY HOWARD
Race: Solomani-Humaniti
Gender: Male
Age: 44 T-years.
HT/WT: 61/ 100Kg
Hair/Eyes: Steel grey/Blue.
Home world: Nike Nimbus 0732/ Aubaine (M) / Old
Expanses
Career/Class: Navy/Flyer
Terms: Flyer-Commercial 3 terms; Nike Wet
Navy -2 terms; RCES 1.5 terms (Now in
beginning of 7
th
term (Beginning in year
1202).
Description: LH has a face that has seen, and done
it all with a lazy smile.
Favorite Expressions:
You kids be careful down there, and if ya need any help,
just whistle and Pappy will come a runnin, hokay? {To any
disembarking on a hostile world}
Too Old? Slow down? Sonny/ Babydoll, the day I slow down
is the day they bury me. {To anyone saying hes fying/
driving too fast}
Get outta my Sky! {growled at hostile enemy fghters,
missiles, spacecraft}
CT/MT Variants STR: 8 INT: C CON/END: 8 AGL/DEX: A
EDU: A SOC: 8 PSI: 0
Handgun-3 (pistol); Pilot-4; Engineering-4; Meteorology-3;
Mechanical-2; Electronics-2; Vacc Suit-1; Zero-G Env.-1.
TNE STR: 8 INT: C CON: 8 DEX: A CHR: B EDU: A SOC: 8
PSI: 0
Slug pistol 13; Pilot 14; Ships Engineering 15; Meteorology
14; Mechanic 10; Machinist 10; Electronics 10; Env. Suit 8;
Zero-G Env. 8.
T20 STR: 12 INT: 18 WIS: 16 CON: 12 DEX: 14 CHR: 14
EDU: 12 SOC: 10 PSI: 0
10
th
level (Navy 5
th
/ Aviation 1
st
/ Ace Pilot-4
th
)
Feats: Home world- Vessel/(Grav); Aviation (1
st
) Vessel/
(Aircraft); Armor Profciency (Light); Weapons Profciency/
(Marksman); Brawling; Carousing; Navy- (1
st
) Weapon
Profciency (Lasers); Zero-Gee Adaptation; Armor profciency
(Vac Suit); Gearhead; Miracle worker; (2
nd
) Vessel/
(starships);(5
th
) Damage Control. Ace Pilot-(1
st
) Vessel
Specialization (100dton S-class Scout ships); (2
nd
) Personal
Vessel (RCS Serendipity); (3
rd
) Unpredictable maneuvers;
(4
th
) Vessel/ (Small craft).
- 44 -
Skills: (123pts) Pilot 13 (+8); Bribery 10(+2); Forgery 10(+4);
Gambling 13(+4); Gather Information 10(+2); Liaison 11(+2);
T/Engineering 13(+1); T/ Electronics 10(+3); T/Computer
10(+1); T/Mechanical 13(+3); Survival 10(+3).
III. ELECTRONICS OPERATOR
(EXPERIENCED NPC)
PO1 SERGEY DA OWL KONSTANTIN
Race: Solomani-Humaniti
Gender: Male
Age: 35 T-years.
HT/WT: 63/ 110Kg
Hair/Eyes: Bald/Brown.
Home world: Orifamme 1235/ Orifamme (N)/Old
Expanses
Career/Class: Navy
Terms: Orifamme System Navy-2 terms; Hiver
Technical School (Aubaine) 1-term;
RCN 1
st
term (beginning year 1199 in
his 3
rd
year).
Description: SK looks like a weightlifter-wrestler; is
bald, brown eyed, and tanned. He is
erudite, professional, and urbane
contrary to the muscle-man image of
frst sight, and soft spoken.
Favorite Expressions:
Relax, vee can hear everything theyre saying...Yes, they
know youre comingjust not where, or when, nyet? [while
listening to planetary broadcasts]
With two clicks of THIS knob, no one down there vill be
able to broadcast--how does Nasty Bee say it? Ah yes
jack-diddley squat! [Before jamming ground station radars,
radios]
Former Orifamman Professional Grav Ball Leaguer? Nyet.
Former Pro-wrestler? Nyet. Those two careers are far more
hazardous than my day job, {Deadpanned to those who
think theyve seen him on RCINET sports before}
CT/MT Variants STR: B INT: B CON/END: A AGL/DEX: 7
EDU: 9 SOC: 6 PSI: 0
Sensors Ops-3; Gun Cbt. (Rife) -2;Communications-3;
Electronics-3; Physics-1, Meteorology-1; Vacc Suit-1; Zero-
G Env.-1
TNE STR: 6 INT: A CON: 9 DEX: C CHR: B EDU: B SOC:
6 PSI: 0
Slug Rife 13; Sensors 13; Communications 13; Electronics
13; Physics 9; Meteorology 9; Survey 9; Env. Suit 8; Zero-G
Env. 8.
T20 STR: 16 INT: 16 WIS: 18 CON: 15 DEX: 12 CHR: 12
EDU: 16 SOC: 8 PSI: 0
8
th
level NPC (Navy)
Feats: Home world- Vessel/Grav; Hacker; Navy- (1
st
)Armor
profciency(light); Armor Profciency (Vac Suit); Weapon
Profciency(Marksman); Weapon profciency (laser); Vessel/
(starships); (2
nd
) EW Specialist; (5
th
) ; (7
th
)

Skills: (101pts) Hw-Pilot 1(+3); Liaison 1(+1); Navy-T/
Sensors 10(+5); T/Communications 10(+7); T/Electronics
10(+3); T/Computers 10(+5); T/Mechanical 10(+3); K/
Meteorology 5(+3); K/Physics 5(+3) K/Survey 5(+3).
IV. GUNNER (EXPERIENCED NPC)
PO2 ELFRIKAA GO-HOT IBUWANA
Race: Mixed-Humaniti
Gender: Female
Age: 26 T-years.
HT/WT: 5/ 52Kg
Hair/Eyes: Sun streaked rust-brown/brown
Home world: Aubaine 0738/ Aubaine (M)/ Old
Expanses
Career/Class: Navy
Terms: Aubani System Navy 2 terms; RCN 1
st

term (beginning year 1202).
Description: EI has sun rust streaked brown hair, is
dark skinned, and eyed; and has a
serious demeanor that belies her
youthful innocent looks.
Favorite Expressions:
Can I go Hot, Skipper? {Upon entering any AO system
from jump}
Owl gimme the hand off--NOW! {on target acquisition}
Youre cute. The bus-drivers gonna take off at a hot trot,
so hustle your lazy hind parts aboard NOW! {Standing at
airlock with 7mm ACR at pick up zone (PZ) to anyone who
refers to the piloting crew as a Bus/ Bus driver, etc.}
CT/MT Variants STR: 5 DEX: C END: 9 INT: 9 EDU: C SOC:
5 PSI: 0
Gunnery-2; Gun Cbt. (Rife) -2; Computer-2; Mechanical -1;
Screens-1; Vac Suit-1; Zero-G Env.-1
TNE STR: 5 DEX: C CON: 9 INT: 9 CHR: A EDU: C SOC: 5
PSI: 0
Slug rife 12; Gunnery (Energy weapon) 12; Gunnery
(missiles)12; Screens (Sand casters); Computer 9;
Electronics 9; Mechanic 9; Env. Suit 8; Zero-G Env. 8.
T20 STR: 10 INT: 12 WIS: 18 CON: 12 DEX: 16 CHR: 14
EDU: 16 SOC: 08 PSI: 0
6
th
level NPC (Navy)
Feats: Home world- +2 EDU, Vessel/(Grav), Vessel/
(watercraft); Navy- (1
st
)Armor profciency(light); Armor
Profciency (Vac Suit); Weapon Profciency(Marksman);
Weapon profciency (laser); Heavy Metal; (2
nd
) Weapon
- 45 -
Profciency(Ships weapons); (5
th
) Carousing.
Skills: (70pts) Hw Pilot 9(+3); Swimming 3(+0); Navy-
Gunnery 9(+4); Gambling 9(+1); T/Sensors 7(+3); T/
Computers 8(+3); T/Electronics 7(+3); P/Administration
9(+4); Spot 3(+4); Navigation 3(+4), Survival 3(+4).
RCS SERENDIPITY S-CLASS
SCOUT, SHIPS HISTORY
Formerly the private yacht of the late wealthy Dawn League
Aubani business man Humberto Delacroix (Delacroix
Electronics & Shipping Ltd.) of Vras City, Aubaine, the
Serendipity was bequeathed in his will (Former Imperial day
148) 22-V-1199 to the nascent service that became known
as RCES. Its annual reft came too late for the Dawn League
expedition, but she saw follow on service in 1200 carrying
undercover operatives out into the wilds seeking the Missing
12 ships.
Crewmen PO1 Konstantin & CWO Howard frst served
aboard her in such a fashion, under then LTCDR Rebekka
Rebba Guiterez locating the Scout Courier Aurora on
Vezina on14-IX-1999, (which had been destroyed by the
local TED. This was followed up with the attack by RCS
Ashtabula & RCS Lirgishkhunan toppling said TED and
rescuing those survivors of the crew on 18-X-1199.). By the
time they returned to Trybec, they were sent out again, this
time into the wilds to spinward, locating the DLS Aube on
Nicosia 32-X-1199, and returned to base 11-XI-1199 with the
news (Once again DLS Ashtabula was given the nod and
liberated the crew and recovered the ship on 6-XII-1199.)
Her third mission was even further into the AO, along the
path of the missing Scout Survey ship DLS Apollo, but
having crossed through Svarla already en-route to Nicosia,
the Serendipity with her J -2 drives, passed by way of the
Savanjanni-Lebherz-Montezuma J -2 route, arriving at
Montezuma on 17-XI-1199 after dropping off a small (2-
person) intelligence team on Lebherz (09-XI-1199) carried
in low berth. Disguised as a small packet tradesman, the
Serendipity set down their second team of covert operatives
after locating the missing vessel in the nation of Centrum.
Their teams intelligence allowed the follow on mission by
the DLS Ashtabula in early 1201 to extricate the crew from
the neighboring nation of Seacoast and the retrieval of the
ship in a textbook perfect SAG raid. It was the last mission
RCS Serendipity would perform in tangent with the RCS
Ashtabula, which was lost in her following mission into the
wilds beyond Montezuma, after reporting the missing A2-
class Far Trader DLS Ra in the Bikar planetoid belt.
RCS Serendipity went back to the Trybec Corp Yards in
IV-1201 and was reftted with a relic recovered J-3 drive,
enlarged fuel tankage at the cost of her air/raft bay. Her cargo
bay was reftted to hold two small cabins, and was slated off
the Missing ship search and placed into the covert operations
insertion/extraction role of the RCES Moonshadow teams.
LTCDR Guiterrez was promoted, and transferred to the
command of the RC Clipper RCS Apollo. Serendipity was
rotated out of the Khulam Subsector front and sent coreward
to work the Thoezennt Subsector in 01-VI-1201, operating
- 46 -
out of the RCES Base on Nike Nimbus 0732/Aubaine (M),
and LT Horace Tea-Time Titan of Orifamme was given the
command of her.
Following in the footsteps blazed by the 400dton armed J -2
modifed Subsidized Freighter RCS Mary Ellen Carter (CPT
Senta Boom-Boom Romero), and StarMerc converted
600dton Subsidized Liner RCS Angkor Wat, RCS Serendipity
did follow on work as a Free Trading Small Packet merchant
out of Mueller to Xezor, and Meadsk, and later dropped off
agents on balkanized Nova Rhyll as well as Lote. Their fourth
mission into Thoezennt involved following up on a Free
Traders chat on Xezor of a shipment of radioactive device
detonators shipped to Marax by what has since become
known as the Guild to Coalition Intelligence.
Serendipity arrived in orbit over Marax on 35-VII-1201 and
discovered the local TED there was indeed using atomic
weapons to excavate out a canal, and hand labor of slaves
to excavate the radioactive craters for a channel. They
pinpointed his uranium mines, and its processing plant.
They were prevented from a closer sweep by the arrival of a
200dton armed Morraine-class Free Trader ship out of jump,
escorted by a 600dton armed subsidized Liner (later matching
a Guild raider of ill repute GMS Annunkai) when they were
discovered by Ushugaam IIs 400dton Patrol Cruiser and
had to leave before fnishing their orbital scouting.
Serendipity rendezvoused with the new clipper ship RCS
Thunderchild (CPT Pat Who Me? Ritter) seven days later in
the Meadsk system and took on a Moonshadow team to take
readings of the Pontine archipelago on Marax, and then take
a look-see of the Uranium mine itself. Serendipity dropped
them off on 15-VII-1201, using their packet-smuggler
personae again at the D-class Starport there.
The Guild raider, GMS Annunkai (CPT Igor Pankerovski),
had departed, but had sold off a mixed load of slaves, both
humans and chirpers from Tiniyd, LT Titan discovered,
chatting at the Guild run spacers bar. As part of their cover,
they had a small selection of TL-9 Laser rifes and pistols
for sale & demonstration. The Guild representative there,
one Miigo Amayeo, told them the big money here was to
be made in nuclear detonators, slaves, high-tech weaponry,
sensors platforms, and SAMs here on Marax.
Before they lifted off on 21-VII-1201(to return back to the
Thunderchild), they witnessed the landing of the Ushugaam
Star Free Trader, back from Tiniyd and yet another slave
raid. Their Intel, plus what was garnered from the two
Moonshadow teams (recovered in two return trips before
the end of the year) leds to the planning of the early 1202
TF-Strike Marax operation. LT Titan was promoted to
LTCDR, and given command of a new 150dton Multi-
mission Scout, taking his Gunner Triika Wham-Bam Ortiz
with him, and LT Baez was transferred to Serendipity, along
with Gunner Elfrikaa Go-Hot Ibuwana, both from RCS
Thunderchild.
- 47 -
APPENDIX 2: TINIYD NPCS
Tiniyd Outback
HUNTER/PROSPECTOR/HERMIT #1:
SIX-GUN SAL (SALLII) NALDUII.
Description: Age 62, Human-Vilani female (appears older
than should be due to harsh environment & primitive living
conditions). Wears animal hide coat & hat, and old print skirt
with mens long underwear on cold days/nights. She has
pale blue eyes, Iron-grey hair, and a sunburned weather
worn cheery face, even when shooting someone! She makes
a living as a trapper/ prospector in the outback badlands.
Keeps a Mule/(or equivalent beast of burden) she talks
to whose name is ClementClem for short. Her handle
comes from the fact she owns an ancient TL-4 revolver
(with 12 long barrel), which she will brandish if threatened
(She has three bullets left for it), her hog-leg. Her primary
weapon is a TL-4, 30-caliber lever-action cartridge rife
(equivalent to US Civil war Winchester repeating rife). Tube
magazine holds 10 rounds. Six-gun Sal appears like a not
so feminine buffalo Hunter, chews local plant matter (and
smokes a pipeevening times only). Very earthy, practical,
and pragmatic. Sallii is a low-level empath, although she
is untrained, she gets feelings about folk whether r not to
trust them. Mostly Sallii is as wild as the region she is found
in, and has no wish to live in towns, or, be saddled with
all dem rules. Sallii comes into nearby settlements to trade
skins, some gold nuggets, and minor gemstones on irregular
monthly basis. She has never married. Only other friend is
Old Rube (see below).
Quotes:
1. What would I need a man fer that I cant be done wit in
ffteen minutes?
2. Govment! (Spits), all-aways takin yer money an land
away. Hell wit em! Clem, were leavin again!
3. Doan make me draw down mah hawg-leg skinny, an
shoot yah. Yah aint worth the cartridge!
HUNTER-PROSPECTOR-HERMIT #2:
OLD RUBE (REUBEN MARCUS)
VALACHI.
Human male, Mixed Humaniti, age 79 (appears to be in late
80s), is a bald, scarred, toothless giant old coot, blind in
one eye (the left). Is a mute, having lost both to Government
torture by Secret Police long ago. Reuben was part of the
Revolution that overthrew the Militarists with the Psion-led
government. He fell afoul of the new regime, was imprisoned
for his outspoken beliefs (he never tried to run away being
a telepath himself) of pacifsm. He was released when the
planet balkanized through a clerical error, and fed to the
badlands, where he met Sallii. He speaks sign language
openly, and uses telepathy only when he is sure of a friendly
Psion. Old Rube understands the plight of the chirpers &
Droyne. Old Rube prefers to let Sallii take his fndings into
town, and minds their communal lair, and cooks and cleans
what their traps yield. He is very protective of Sallii, and
will use psionic assault if she is threatened or endangered
by anyone. He is unarmed save for a skinning knife, and
dressed in desert browns and tans of loose material.
THE YUNAASHKHUUM FAMILY
HOMESTEAD:
(Parents: Enerii, & Maari-Talbot Yunaashkhuum (Mixed
Humaniti, ages 68 & 56; Sons: Ibrihim, Yakob, Isaac (Ages
30, 28, 25); Daughters: Talia, Velnua, & Shiramaar (Ages
29, 27, 19); Daughter-in-laws: Suza-Huunaash, Chizuru-
Hasegawa, & Rachelle-Delacroix (Ages 28, 24, & 20); Son-
in-Laws: Tobias Enerii Baldassare (age 48, mate of Talia), &
Roberto Khuumska (age 45, mate of Velnua). There are six
children by Talia & Tobias (ages 8-2years); four by Roberto
& Velnua (ages 6- 1); Ibrihim & Suza are childless, but have
adopted three orphaned boys from raids (ages 14, 12, &
9) ; Yakob & Chizuru have fve children (ages 6-1years);
and two by Isaac & Rachelle (aged 2years-twins). The
Yunaashkhuum clan hold primarily are herdsmen, and the
stead is well defended, every male over the age of 18 is
armed with at least a TL-5 8mm bolt-action rife or 18mm
pump shotgun, and the women carry a small derringer pistol
on their person. While they far enough away to be outside
the high-law and Psionic governments control, they also are
outside their protection from off world raiders. They do not
bring their guns to town for fear(rightly) of seizure. They will
be suspicious and stand offsh from player character parties
coming out of the wild badlands or desert, until theyve proven
theyre not from the government. As a sidebar trade, they
smuggle untaxed consumable goods over the border by
mule-back (or suitable beast). They are not keen on the new
war-level laws, which has put added scrutiny on their black
market trading, and personal freedoms.
THE DELLARUE FAMILY
HOMESTEADERS:
Parents: Aldo-Veritas & Elizabet-Huunaash DellaRue (Ages
48 & 56), and two sons Vito & Giovanni (Ages 28 & 26), and
daughters-in-law: Khiisha-Khuumska , & Michelle-Delacroix
(Ages 39, & 36). Both sons have sired four children (Ages
10-6) for a total of eight children. The Della Rue family frmly
believes getting away from the cities and technology is
the right thing to do. They are very warm and gracious to
all who come upon them, but a discreet phone call will be
made to the local police (see below) as soon as strangers
are sighted, being the patriotic folk they are. They make their
living farming produce using a TL-4 Steam powered tractor
and its accessories, and use their ration card gas coupons
for the pickup truck and a fatbed trailer for going into town
once a month. The are no frearms on the stead at all, the
family content they are inside the protective umbrella of the
local armed forces.
- 48 -
THE LARSON FAMILY HOMESTEADERS:
The Larson family lives in an isolated farmstead about 1
days walk from the larger Skala steading, higher up in the
mountains. It consists of a single large wooden farm house
and a single barn. The Larson family consist of Olaf Larson,
a middle aged man and his wife Olga, and their 8 year old
daughter Freya. The Larson family have also taken in, the
wife and daughter of Olafs brother who was killed in a
skirmish with Limgur forces a year ago. The family cultivates
a small series of plots on the mountain side, but the farm
production is borderline, even with the milk from several
goats, and a small fock of chickens. Olaf has to supplement
the farm by hunting. The family is largely self-suffcient, with
Olaf trading animal frs at the Skala stead for items that
cannot be produced on the farm.
Olaf Larson: Human Male Age 44, Useful Skills: Carpentry
2 Hunting 2, Farming 1.
Olaf is a frm believer in the technology hinders psionic
development doctrine. He has limited the available
technology on the farm to TL4 basics. There is no electricity
on the farm, with heating and lighting from the log fre and
candles / oil lamps. He does posses a TL5 bolt action rife and
about 500rds of ammunition (with the associated permit) for
hunting purposes. He has reluctantly taken in his brothers
wife and child, but they disagree on main things, which has
raised the tension within the farmstead. Olaf is jealous of
the more prosperous Skala family who own the much larger
steading down the valley. He is especially annoyed that
those technology using Skalas have been gifted with a
psionic daughter, while his devout family have showed no
sign of psionic abilities. Olaf will almost certainly turn the
PCs in, if he thinks they are off-worlders or foreign spies.
If he believes them to be native Idsurians, he will still be
unfriendly if they display even TL6 technology, only offering
them accommodation in the barn.
Olga Larson is a middle aged woman, who is starting to go
gray and show signs of age. She effectively runs the farm
and knows more about farming that her husband. Their
daughter Freya assists around the farm, (feeding chickens,
weeding, collecting fruits and berries etc.). Neither of them
have any effective combat skills. Bridget Larson and her 9
month old son, were former town dwellers who moved in
to the farmstead after the death of her husband in a border
skirmish. Bridget has few useful skills in this environment,
and her and her son are an extra burden on the farmstead.
She performs what few duties she can, within the farmstead
itself, especially cleaning, washing, butter churning, etc.
She is much more open that Olaf and could be convinced
to aid the PCs but not in the presence of Olaf or his family.
She would even lend the PCs her identity papers if they can
convince her that off-world assistance would help Idsur or
hurt Limgur.
THE SKALA FAMILY HOMESTEADERS:
The Skala Household consists of Harald Skala (a widower)
& his four adult sons & three younger daughters (the middle
daughter having been recently accepted into Psionic training,
a matter of local prestige for the family), Harald Skala (age
56) is a lumberman who supplements his trade with mainly
ranching herd animals and some farming. He is prosperous
enough to have hired hands (mostly cattlemen (4), & several
(2) timber workers). His wife died in childbirth some fourteen
winters ago giving life to the last daughter, Megan Maari
Skala (who closely resembles the mother, and is the pearl
of great price to Mr. Skala, senior.).
There are two 7mm bolt-action rifes on the premises (Tobias
& Grigorii) from honorable military service, and secretly
one 10mm handgun (contraband, in eldest daughters
possession). There are also four licensed 5mm bolt-action
civilian rifes for hunting (Harald Jr., Sven, Rolf, & Ulf hold
these & their licenses).
Harald Skala, Sr. (age 56), widower, suffers from advanced
diabetes (needs insulin injections 1-2 times/day), and walks
with a cane. His late wife Laraa Talbot-Skala was Maari
Talbots older sister by a year (she would have been 57 the
year of this adventure).
Adult Sons:
Harald, (junior) Skala (age 28), married to Gabrielle
Duprii-Skala (age 28) in Tinyayr. He is the heir apparent,
and oversees the daily operations of the steading, as his
fathers health is declining health. They have four children,
(ages 8,6,4, & 2years old).
Sven (age 26), Married to Katharine Delacroix-Skala
(age 26), is the foreman over the Lumber Mill, and has
inherited his fathers skill and passion for timber work. They
have three children (ages 6, 5, & 3years old).
Rolf (age 25, twin of Ulf older by 3 minutes), single, but
courting Shiramaar Yunaashkhuum of the Yunaashkhuum
steading, and is Ranch foreman, over the cattle herders.
Ulf (age 25, twin of Rolf, younger by 3 minutes), single,
is the family steadings chief mechanic & electrician, and
plumber (TL-6 Engineer). He is also the Heavy Truck driver
for the family based timber business, and was recently
discharged from the Isdur Army after serving a 4-year term
(Ulf is now an Army reservist, holding the rank of Corporal).
He drills at Hesselbach 1/month for a weekend still (4 years
remaining to his enlistment) with the TL6 Armored Car unit
there.
Adult Daughters:
Laara Skala-Huunaash (age 27), eldest daughter, and
namesake of her late mother, is married to an Army Reservist
Airmobile pilot, Captain Viktor Huunaash (age 37) stationed
in Hesselbach. Due to recent tensions along the Limgur
border, he has been on call there. They have two children,
(ages 9 & 5 years of old). Both decided it was better she
remain here with her fathers health declining. She oversees
the cooking of the family house, and makes sure her father
- 49 -
doesnt forget to take his meds. He has left her a 10mm
auto pistol for protection he took off a slain Limgur raider
several months ago. Laara leaves it in their bedroom in the
main house.
Shaara Skala (age 19, & single) is currently spending
time home with her family after recently receiving the joyous
news her psi exams proved positive and she is to receive
higher training in Hesselbach.
Megan Maari Skala (age 14) is the headstrong spitting
image of her late mother; she is secretly envious of her middle
sister for her good fortune; and now is in a snit because she
has to share her room again with Shaara while shes home
visiting!
Hired Ranch Hands:
Tobias, Grigorii, Wulfgang, & Giovanni (ages 48, 40, 29,
& 22). Weather worn but cheerful Tobias is the senior hand,
and is rather paternalistic over his younger boss Rolf, and
worships the ground Harald Sr. walks on.
Dark headed & eyed Grigorii is a scarred former miner
from Marcs Town who survived a cave-in last year ago and
is now very claustrophobic, and took up this for a living,
serving as the steadings blacksmith.
Fair-haired, tall but slow, Wolfgang is a Tinyayr country
boy who was medically discharged from the Isdur Army after
a training accident wherein he lost his right hand (from a
grenade). He has a simple claw prosthesis, and is quite
profcient with it, when feeding the pigs & chickens.
Giovanni is another Tinyayr country boy, and is
thoroughly smitten with Shaara, (to the further secret envy
of Megan Maari who has a teenage crush on the handsome
young man!), and is the general laborer/ dogsbody for the
steading.
Both Tobias & Grigorii both served in the Isdur Army
Reserves, for 20 years, and both have a 7mm bolt-action rife,
5-round box magazine as part of their honorable discharge
mustering out. Tobias was a decorated Grav Infantry sniper,
and has a Civilian Hunting x25 power scope for his weapon.
Grigorii was a TL-B Lift Infantryman. Wulfgang was in the
TL6 Airmobile Infantry. Giovanni has never served in the
military.
Hired Lumber Mill Hands:
Enli Uneruu, & Haans Cizek (ages 22 & 24 years old).
They are the sons of former employees of Harald Sr., earning
their apprenticeship. Neither has served in the military.
Haans owes his job here due to his distant uncle in Tinyayr,
Edvard Cizek, who used to work here.
Total Adult males: 12 (one invalided, one called up on duty)/
10 effective
Total Adult females: 5 (one age 14)/ 4 effective.
Total children (under age 14): 9
THE CIZEK HOMESTEAD:
Edvard Cizek (age 54) is a seasoned silver haired, blue-
eyed bearded man wearing the tough calluses of his trade
on his hands, and the ever-present smells of sawdust, wood
stain, and lacquer about him. He has never married, out
of which his gruff statement, I couldnt get a woman! Im
married to my work, (with his daily telepathic sweeps of the
local governments offces) only reinforces the ironic truth of
what hes really doing.
In reality, he is a deep cover agent from the Kingdom of
Limgur, sent into Isdur over 30 years ago. He frst worked
as an apprentice under Harald Skala (Senior), and has
since moved into Tinyayr and established himself there
as a decent, and skilled furniture maker. Edvard still buys
his lumber primarily from the Skala family business, both
out of good business sense and further strengthening his
cover when he travels (which is seldom). Edvard has the
Telepathy sphere, with all of the cascade skills of it, save
psionic assault.
Edvard makes fnished cedar and pine furniture, linen
chests, dinner table benches, standing wardrobes, chairs,
stools, and putters with some Kitchen cabinet work every
odd new house now and again.
LOCAL PATROL OFFICERS:
District Patrol Offcers Hugo Slim Huunaash & Brego
Bad-Dawg Talbot (Ages 48 years, & 50 years, Mixed-
Humaniti, males). These two are of the old-cop school of
cuff-and-stuff crooks with that down home salty common
sense of humor. Hugo, the youngest of the pair, is tall and
skinny, Brego is short and chunky. Neither one is a Psion,
but they tend to tag-team on questions to get to the bottom
of strange folk wanderings. As a sidebar, Brego is on the
take, being family on the Yunaashkhuum over-the border
trading. Hugo is kept quiet with a share of the goods, and
doesnt ask questions he doesnt want to know the answers
to. Both are armed as described by law, and their TL-6
patrol car has seen better days. Considered veteran NPCs
for skills. Brego hates the paperwork, and lets Hugo do it.
Quotes:
1. Yall aint from around here, are yah? (either one)
2. Care ta explain that again sonny, Im hard of hearin, ya
see? (Brego)
3. Ive heard some tales in mah time, but nevah knew you
could stack sheep chips that deep, now tell me again how
you got here. (Hugo)
GENERAL SECURITY SERVICE
PERSONNEL:
SECURITY LT. VASHTI ALAUNDRO
(Mixed-Humaniti female, mid-level Telepath/Clairvoyant;
Age 32 (appears 22), short haired brunette, attractive, but
wears glasses to avoid sexist attention. She is the local
Psion Teep/clairvoyant of the Local town the players come
nearest to, and is vigilant in her job and brisk in demeanor,
being from the city, chafes at the lazy way of doing things
the locals here tend to take, and yearns for that big-break
to advance and move out of this dead-end town. She does
have scan thoughts, but not probe for deep interrogation
divination. Experienced NPC.
- 50 -
Quotes:
1. Lets forget the preliminaries of who the hell am I shall
we? who are you and how did you get here?
2. The innocent having nothing to hide, nothing to fear.
The guilty on the other hand do..which are you?
DETECTIVE ALEXANDER DUPRII
(Mixed Humaniti, male, age 30, experienced NPC).Unshaven
half the time, sloppy in his plainclothes, and generally smells
of alcohol. He appears lazy, inattentive, and not too bright
all of which he has carefully cultivated to avoid Alaundros
personal attentions. Duprii on the other hand possesses
a keen wit and intellect for his trade, and goes on his gut-
instinct like a man of his 12 years of police work ought to.
Dislikes Alaundros spit-and-polish approach, prefers to
interrogate in a more relaxed, down home fashion.
Quotes:
1. Tell me about your relationship to__________ again?
Oh really. I see. (makes notes) Pity that he/she died of
fever last yearNow try it againstarting with the truth this
time.
2. Im not interested in your papers sir/sera. I want your
story, plain and simple before I have to let the Lieutenants
men get unpleasant.
Security Troopers (goons) Oleg, Naash, Salvatore, &
Pytor.
(Solomani- Humaniti, males Ages 22-26) large, dark haired,
low-end gene pool specimens capable of brutality at the
snap of a fnger, and enjoy their work.

DEEP PROBE SPECIALISTS:
ENLIGII ANERUU , AKA THE SCALPEL
(Vilani Male, age 60, appears 45) Veteran Psion Telepath
(Has all Telepathic skills of cluster save Psionic Assault).
Enligii is descendant of the old Psion elite, and a longtime
regime supporter. His nickname comes from his approach
technique, to peel away fabrications as he probes for
information, one layer at a time. He is a nondescript dark
haired, tall, thin Vilani man, who might be mistaken for a
schoolteacher. He has impeccable manners, always is
calm, civil, and punctual when summoned. He is implacable
and relentless once he begins.
Quotes:
1. You will tell me everything eventually that I want to
learn. Please do not resist the inevitable sir/sera.
2. Do not mistake my generosity for weakness. I serve
only my State with my talent. You are my prisoner(s) until I
leave this room.
3. I will not need those crude methods of torture, I assure
you to achieve results. You may dismiss your men, detective/
Lieutenant.
TARA CABRACCIO :
(Solomani Humaniti, female; age 34) Veteran Psion telepath,
red haired, green-eyed. The Scalpels protg, one of the
adopted on her frst assignment, eager to prove her mettle.

- 51 -
APPENDIX 3: IDSUR REPUBLIC
GOVERNMENT NPCS
ARMAND IDSURI BALDASSARE, PRIME
MINISTER OF THE IDSUR REPUBLIC
Description:
Armand is about 6, 93kg, middle aged (in his early 50s), with
black hair, and brown eyes, possessed of saturnine features,
and is of mixed Vilani-Solomani heritage, (appearing to be
in early 40s). He wears a bureaucrats suit and tie for offcial
meetings, but often prefers light colored casual clothes due to
the climate. Armand has had a lifetime of service to Idsur, frst
as a member of the armed forces (he served in the Airmobile
Cavalry), and entered politics after 20years in uniform, being
elected to serve as a representative here in his home city,
and later the provincial governor, He is currently beginning
his second term at the highest offce.

Motivations:
Primary-J ack of Hearts (Wise): Prime Minister Baldassare
is possessed of exceptional insight and a shrewd judge of
politics, and necessity. Part of his success has been walking
through the thorny minefeld of his hostile neighbors, their
policies, and choosing whats best for his nation, and people,
psionic or not.

His service in the military and defense of Idsur tempers
his responses to external threats, knowing the high cost of
war personally. This has allowed him to use the economic
clout rather than military force against his warlike neighbors,
through electrical brown out threats.

Coupled with his own insight and sound judgment, he
realized early on to surround himself with people smarter
than himself, or more capable at specialized tasks.

Secondary-Ace of Hearts (J ust): Armand has a deep sense
of law and justice, handed down from his grandsire Ashaaris,
(not to mention considerable psionic talent himself-he is a
mid-level telepath/clairvoyant). Being the sole republic on
the planet, he sees Idsur as having to uphold the rule of law,
not whim or decree, and adheres to the fact that even he, is
not above the law.
YANNI MUKALI YUSUTSKYA:
PMS CHIEF OF STAFF
The frst non-psionic to hold the offce in several decades, Yanni
is the PMs extra ear to the non-psionic citizenrys concerns,
and his own achievements in government service are those of
a man of integrity, and character. Yusutskya is a younger man,
in his late thirties, the son of a poor metals & mineral miner.
GENERAL SHUDASHII LIBERTE:
ARMED FORCES CHIEF OF STAFF.
Gen. Liberte is another key non-Psion in the Republics
government, perhaps the third ever to in this particular post.
He is an able leader, and strategist, as well as a combat
veteran from several smaller brushfre wars with their hostile
human neighbors, and enjoys the confdence of the PM, as
well as his troops.

ENLI AGASHII: HEAD OF THE STATE
SECRET SERVICE (SECURITY FORCES)
Miss Enli Agashii is perhaps the most harmless looking
woman one would think at frst glance, being scarcely 48kg,
and slender like a fencer, and nondescript otherwise in
plain terms. She is however, not only a deadly Telepath &
a Teleporter, she is the head of the Idsur Secret Service. Of
Vilani extraction, she appears in her late twenties (age 48).
DR. STEPHEN ENERI ENKHUSHAM:
FOREIGN MINISTER
Dr Enkhusham is a former Capital City Medical professional
(Surgeon) who retired from hospital work after a terrorist car
bombing cost him his hands ten years ago. He was asked
to serve as the PMs Foreign Minister in his frst term, a
post he is still serving at. Despite his injuries and scarred
appearance, the doctors performance so far as been to
use methods short of war to achieve policies the PM has
undertaken, improving trade relations somewhat better than
the previous PMs Minister had. He is a low level empath.

TERESA ROBLEDO CASSINI:
MINISTER OF TRADE & COMMERCE.
Miss Cassinis family is one of several pacifstic Psion
families who followed Ashaaris Baldassares lead to found
the early republic. Her family have served in the government
ever since. Ms Cassini is a low level clairvoyant.

VIKTOR IVANOVICH
NAVEROV: MINISTER OF EDUCATION
& INFORMATION
Despite being often referred to by outside powers with
snide hostility as the Minister of Propaganda, Mr. Naverov
does his job fairly, albeit with a mind to what may or may
not be politic or ft for public knowledge. All of his press
releases are cleared through Ms. Agashii & the PM every
morning at tea. As the Education Minister, his department
is responsible for many of the lost technologies being
maintained, and hidden-simply through not discussing them.
- 52 -
NEGOTIATORS
USAANDRA IBINERII (MIXED VIL./ FEMME/
AGE 34 / 3 TERMS):
CHIEF NEGOTIATOR
Veteran NPC.
Holds degrees in Pyschology & Hostage Negotiations (With
Paramilitary Secret Police), as well as a term in diplomatic
corps of Idsur.
PAULO SANTIAGO (SOL. HUM/ M/ AGE 28/
EXPERIENCED NPC):
Bodyguards/Aides:
JORGE VASQUEZ (SOL-HUM/ M/ AGE 31/
4-TERMS, VETERAN):
Bodyguards/Aides:
ZANNDRA CORFU (SOL-HUM/F/ AGE 24/
EXPERIENCED NPC):
Bodyguards/Aides:
HEAD OF TRAINING SCHOOL
UMBERTO PELLEGRINI (SOL-HUM/M/
AGE 52/ 7 TERMS/ ELITE NPC): HEAD OF
AWARENESS TALENT SCHOOL:
Umberto is among those of the pacifst-pro-offworld political
movement, and indeed is among one of its chief proponents.
Umberto fed from the Kingdom of Light and its dictatorship
when in his teenage years to the Idsur Republics freedom.
While he is a pacifst, he does not propose defenselessness,
he espouses that any means short of killing be used in his
philosophys way of thinking.
ADDITONAL GOVERNMENT OFFICERS

Pytor Cristoff Rubinski-Idsur Head of the School of Telepathy

Niranda Oysutsk-Idsur head of the School of Clairvoyance




- 53 -
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All statistics for T20 characters, pp 43-45.
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Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with
the owner of each element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identifcation: If you distribute Open Game Content You must clearly indicate which portions
of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors J onathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
T20 The Travellers Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is a
trademark of Far Future Enterprises and is used under license
Traveller: The New Era: Operation Dominoes Copyright 2006 Avenger Enterprises in
association with Comstar Media LLC.
- 54 -
We hope you enjoy this addition to your Sci-Fi gaming library. Here are some more products
you might be interested in....
**Available Now**
--Combat!: Modern military gaming using the Action! System. Escape classes
and levels and design the character you want. Included is a mass combat
system that can be used for any genre (including Sci Fi). Get the game and
Report for Duty!
--Mecha Aces: Rules for Mecha creation and combat using the
FUDGE system (with alternate mechanics available). Bring giant
robots and advanced fghters into your game with Mecha Aces!
**Coming Soon**
--More Traveller Material from Avenger!
--99 Cent Aliens: Populate your universe with some aliens, each for under a buck!
--Imperial Powers: More civilizations and empires coming to a universe near you!
--Future Adventures: Space adventures using the point-based Action! System.
--Star Empires: Design your ships, run your empire and seek to take over the galaxy. This 4X
game puts you in charge of an imperial civilization as you seek galactic conquest.
--Martian Insurrection: As Earth sends a feet to quell rebellion of its Martian colonies, the
inhabitants on Mars prepare to fght! Join either side in this d20 game of space adventure.
Visit our website for web enhancements, news and Message Forums.
http://www.comstar-games.com
ComStar Media, LLC
Attention Writers: ComStar Media is interested in publishing anthologies of game related fction
for our various games. If you have written a story you would like to share, come to http://www.
comstar-media.com.
*NOTE: CSM is not a vanity press. While this means that we must be selective of what we
publish, it also means that we never charge our writers for publishing them. As with all publishing
companies, please remember to follow all submission guidelines.
ComStar Games
A line of ComStar Media, LLC
2463 Coral Av. NE #B
Salem, Or, 97305
Games@ComStar-Games.Com
Director: William Andersen

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